[Mesa-dev] [PATCH demos] util: Remove unused glstate.[ch]

Brian Paul brianp at vmware.com
Mon Dec 7 11:52:17 PST 2015


Reviewed-by: Brian Paul <brianp at vmware.com>


On 12/07/2015 12:10 PM, Andreas Boll wrote:
 > Unused and not built for years.
>
> Cc: Brian Paul <brianp at vmware.com>
> Signed-off-by: Andreas Boll <andreas.boll.dev at gmail.com>
> ---
>   src/util/README    |   1 -
>   src/util/glstate.c | 502 -----------------------------------------------------
>   src/util/glstate.h |  51 ------
>   3 files changed, 554 deletions(-)
>   delete mode 100644 src/util/glstate.c
>   delete mode 100644 src/util/glstate.h
>
> diff --git a/src/util/README b/src/util/README
> index ea71ebd..d814aa5 100644
> --- a/src/util/README
> +++ b/src/util/README
> @@ -10,7 +10,6 @@ mwmborder.c	- remove Motif window decoration/border
>   winpos.c	- set absolute window raster position
>   readtex.c	- load textures/mipmaps from an .rgb file
>   showbuffer.[ch]	- show depth, alpha, or stencil buffer contents
> -glstate.[ch]	- query/print GL state variables, for debugging, etc.
>   sampleMakefile	- example Makefile for making OpenGL/Mesa apps on Unix
>   dumpsate.c	- dump all OpenGL state, from Stephane Rehel
>   imagesgi.cpp,.h - read SGI image files
> diff --git a/src/util/glstate.c b/src/util/glstate.c
> deleted file mode 100644
> index 18e612b..0000000
> --- a/src/util/glstate.c
> +++ /dev/null
> @@ -1,502 +0,0 @@
> -
> -/*
> - * Print GL state information (for debugging)
> - * Copyright (C) 1998  Brian Paul
> - *
> - * This library is free software; you can redistribute it and/or
> - * modify it under the terms of the GNU Library General Public
> - * License as published by the Free Software Foundation; either
> - * version 2 of the License, or (at your option) any later version.
> - *
> - * This library is distributed in the hope that it will be useful,
> - * but WITHOUT ANY WARRANTY; without even the implied warranty of
> - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
> - * Library General Public License for more details.
> - *
> - * You should have received a copy of the GNU Library General Public
> - * License along with this library; if not, write to the Free
> - * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
> - */
> -
> -
> -/*
> - * Revision 1.1  1999/08/19 00:55:42  jtg
> - * Initial revision
> - *
> - * Revision 1.4  1999/06/19 01:36:43  brianp
> - * more features added
> - *
> - * Revision 1.3  1999/02/24 05:16:20  brianp
> - * added still more records to EnumTable
> - *
> - * Revision 1.2  1998/11/24 03:47:54  brianp
> - * added more records to EnumTable
> - *
> - * Revision 1.1  1998/11/24 03:41:16  brianp
> - * Initial revision
> - *
> - */
> -
> -
> -
> -#include <assert.h>
> -#include "gl_wrap.h"
> -#include <stdio.h>
> -#include <stdlib.h>
> -#include "glstate.h"
> -
> -
> -#define FLOAT       1
> -#define INT         2
> -#define DOUBLE      3
> -#define BOOLEAN     4
> -#define ENUM        5
> -#define VOID        6
> -#define LAST_TOKEN ~0
> -
> -
> -struct EnumRecord {
> -   GLenum enumerator;   /* GLenum constant */
> -   const char *string;  /* string name */
> -   int getType;         /* INT, FLOAT, DOUBLE, BOOLEAN, ENUM, or VOID */
> -   int getCount;      /* number of values returned by the glGet*v() call */
> -};
> -
> -
> -/* XXX Lots more records to add here!  Help, anyone? */
> -
> -static struct EnumRecord EnumTable[] = {
> -   { GL_ACCUM_RED_BITS, "GL_ACCUM_RED_BITS", INT, 1 },
> -   { GL_ACCUM_GREEN_BITS, "GL_ACCUM_GREEN_BITS", INT, 1 },
> -   { GL_ACCUM_BLUE_BITS, "GL_ACCUM_BLUE_BITS", INT, 1 },
> -   { GL_ACCUM_ALPHA_BITS, "GL_ACCUM_ALPHA_BITS", INT, 1 },
> -   { GL_ACCUM_CLEAR_VALUE, "GL_ACCUM_CLEAR_VALUE", FLOAT, 4 },
> -   { GL_ALPHA_BIAS, "GL_ALPHA_BIAS", FLOAT, 1 },
> -   { GL_ALPHA_BITS, "GL_ALPHA_BITS", INT, 1 },
> -   { GL_ALPHA_SCALE, "GL_ALPHA_SCALE", FLOAT, 1 },
> -   { GL_ALPHA_TEST, "GL_ALPHA_TEST", BOOLEAN, 1 },
> -   { GL_ALPHA_TEST_FUNC, "GL_ALPHA_TEST_FUNC", ENUM, 1 },
> -   { GL_ALWAYS, "GL_ALWAYS", ENUM, 0 },
> -   { GL_ALPHA_TEST_REF, "GL_ALPHA_TEST_REF", FLOAT, 1 },
> -   { GL_ATTRIB_STACK_DEPTH, "GL_ATTRIB_STACK_DEPTH", INT, 1 },
> -   { GL_AUTO_NORMAL, "GL_AUTO_NORMAL", BOOLEAN, 1 },
> -   { GL_AUX_BUFFERS, "GL_AUX_BUFFERS", INT, 1 },
> -   { GL_BLEND, "GL_BLEND", BOOLEAN, 1 },
> -   { GL_BLEND_DST, "GL_BLEND_DST", ENUM, 1 },
> -   { GL_BLEND_SRC, "GL_BLEND_SRC", ENUM, 1 },
> -   { GL_BLUE_BIAS, "GL_BLUE_BIAS", FLOAT, 1 },
> -   { GL_BLUE_BITS, "GL_BLUE_BITS", INT, 1 },
> -   { GL_BLUE_SCALE, "GL_BLUE_SCALE", FLOAT, 1 },
> -
> -   { GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE", ENUM, 0 },
> -   { GL_CLEAR, "GL_CLEAR", ENUM, 0 },
> -   { GL_CLIENT_ATTRIB_STACK_DEPTH, "GL_CLIENT_ATTRIB_STACK_DEPTH", INT, 1 },
> -   { GL_CLIP_PLANE0, "GL_CLIP_PLANE0", BOOLEAN, 1 },
> -   { GL_CLIP_PLANE1, "GL_CLIP_PLANE1", BOOLEAN, 1 },
> -   { GL_CLIP_PLANE2, "GL_CLIP_PLANE2", BOOLEAN, 1 },
> -   { GL_CLIP_PLANE3, "GL_CLIP_PLANE3", BOOLEAN, 1 },
> -   { GL_CLIP_PLANE4, "GL_CLIP_PLANE4", BOOLEAN, 1 },
> -   { GL_CLIP_PLANE5, "GL_CLIP_PLANE5", BOOLEAN, 1 },
> -   { GL_COEFF, "GL_COEEF", ENUM, 0 },
> -   { GL_COLOR, "GL_COLOR", ENUM, 0 },
> -   { GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT", ENUM, 0 },
> -   { GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE", FLOAT, 4 },
> -   { GL_COLOR_INDEX, "GL_COLOR_INDEX", ENUM, 0 },
> -   { GL_COLOR_MATERIAL, "GL_COLOR_MATERIAL", BOOLEAN, 1 },
> -   { GL_COLOR_MATERIAL_FACE, "GL_COLOR_MATERIAL_FACE", ENUM, 1 },
> -   { GL_COLOR_MATERIAL_PARAMETER, "GL_COLOR_MATERIAL_PARAMETER", ENUM, 1 },
> -   { GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK", BOOLEAN, 4 },
> -   { GL_COMPILE, "GL_COMPILE", ENUM, 0 },
> -   { GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE", ENUM, 0 },
> -   { GL_COPY, "GL_COPY", ENUM, 0 },
> -   { GL_COPY_INVERTED, "GL_COPY_INVERTED", ENUM, 0 },
> -   { GL_COPY_PIXEL_TOKEN, "GL_COPY_PIXEL_TOKEN", ENUM, 0 },
> -   { GL_CULL_FACE, "GL_CULL_FACE", BOOLEAN, 1 },
> -   { GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE", ENUM, 1 },
> -   { GL_CURRENT_BIT, "GL_CURRENT_BIT", ENUM, 0 },
> -   { GL_CURRENT_COLOR, "GL_CURRENT_COLOR", FLOAT, 4 },
> -   { GL_CURRENT_INDEX, "GL_CURRENT_INDEX", INT, 1 },
> -   { GL_CURRENT_NORMAL, "GL_CURRENT_NORMAL", FLOAT, 3 },
> -   { GL_CURRENT_RASTER_COLOR, "GL_CURRENT_RASTER_COLOR", FLOAT, 4 },
> -   { GL_CURRENT_RASTER_DISTANCE, "GL_CURRENT_RASTER_DISTANCE", FLOAT, 1 },
> -   { GL_CURRENT_RASTER_INDEX, "GL_CURRENT_RASTER_INDEX", INT, 1 },
> -   { GL_CURRENT_RASTER_POSITION, "GL_CURRENT_RASTER_POSITION", FLOAT, 4 },
> -   { GL_CURRENT_RASTER_TEXTURE_COORDS, "GL_CURRENT_RASTER_TEXTURE_COORDS", FLOAT, 4 },
> -   { GL_CURRENT_RASTER_POSITION_VALID, "GL_CURRENT_RASTER_POSITION_VALID", BOOLEAN, 1 },
> -   { GL_CURRENT_TEXTURE_COORDS, "GL_CURRENT_TEXTURE_COORDS", FLOAT, 4 },
> -   { GL_CW, "GL_CW", ENUM, 0 },
> -   { GL_CCW, "GL_CCW", ENUM, 0 },
> -
> -   { GL_DECAL, "GL_DECAL", ENUM, 0 },
> -   { GL_DECR, "GL_DECR", ENUM, 0 },
> -   { GL_DEPTH, "GL_DEPTH", ENUM, 0 },
> -   { GL_DEPTH_BIAS, "GL_DEPTH_BIAS", FLOAT, 1 },
> -   { GL_DEPTH_BITS, "GL_DEPTH_BITS", INT, 1 },
> -   { GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT", ENUM, 0 },
> -   { GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE", FLOAT, 1 },
> -   { GL_DEPTH_COMPONENT, "GL_DEPTH_COMPONENT", ENUM, 0 },
> -   { GL_DEPTH_FUNC, "GL_DEPTH_FUNC", ENUM, 1 },
> -   { GL_DEPTH_RANGE, "GL_DEPTH_RANGE", FLOAT, 2 },
> -   { GL_DEPTH_SCALE, "GL_DEPTH_SCALE", FLOAT, 1 },
> -   { GL_DEPTH_TEST, "GL_DEPTH_TEST", ENUM, 1 },
> -   { GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK", BOOLEAN, 1 },
> -   { GL_DIFFUSE, "GL_DIFFUSE", ENUM, 0 },  /*XXX*/
> -   { GL_DITHER, "GL_DITHER", BOOLEAN, 1 },
> -   { GL_DOMAIN, "GL_DOMAIN", ENUM, 0 },
> -   { GL_DONT_CARE, "GL_DONT_CARE", ENUM, 0 },
> -   { GL_DOUBLE, "GL_DOUBLE", ENUM, 0 },
> -   { GL_DOUBLEBUFFER, "GL_DOUBLEBUFFER", BOOLEAN, 1},
> -   { GL_DRAW_BUFFER, "GL_DRAW_BUFFER", ENUM, 1 },
> -   { GL_DRAW_PIXEL_TOKEN, "GL_DRAW_PIXEL_TOKEN", ENUM, 0 },
> -   { GL_DST_ALPHA, "GL_DST_ALPHA", ENUM, 0 },
> -   { GL_DST_COLOR, "GL_DST_COLOR", ENUM, 0 },
> -
> -   { GL_EDGE_FLAG, "GL_EDGE_FLAG", BOOLEAN, 1 },
> -   /* XXX GL_EDGE_FLAG_ARRAY_* */
> -   { GL_EMISSION, "GL_EMISSION", ENUM, 0 }, /* XXX */
> -   { GL_ENABLE_BIT, "GL_ENABLE_BIT", ENUM, 0 },
> -   { GL_EQUAL, "GL_EQUAL", ENUM, 0 },
> -   { GL_EQUIV, "GL_EQUIV", ENUM, 0 },
> -   { GL_EVAL_BIT, "GL_EVAL_BIT", ENUM, 0 },
> -   { GL_EXP, "GL_EXP", ENUM, 0 },
> -   { GL_EXP2, "GL_EXP2", ENUM, 0 },
> -   { GL_EXTENSIONS, "GL_EXTENSIONS", ENUM, 0 },
> -   { GL_EYE_LINEAR, "GL_EYE_LINEAR", ENUM, 0 },
> -   { GL_EYE_PLANE, "GL_EYE_PLANE", ENUM, 0 },
> -
> -   { GL_FALSE, "GL_FALSE", ENUM, 0 },
> -   { GL_FASTEST, "GL_FASTEST", ENUM, 0 },
> -   { GL_FEEDBACK, "GL_FEEDBACK", ENUM, 0 },
> -   { GL_FEEDBACK_BUFFER_POINTER, "GL_FEEDBACK_BUFFER_POINTER", VOID, 0 },
> -   { GL_FEEDBACK_BUFFER_SIZE, "GL_FEEDBACK_BUFFER_SIZE", INT, 1 },
> -   { GL_FEEDBACK_BUFFER_TYPE, "GL_FEEDBACK_BUFFER_TYPE", INT, 1 },
> -   { GL_FILL, "GL_FILL", ENUM, 0 },
> -   { GL_FLAT, "GL_FLAT", ENUM, 0 },
> -   { GL_FLOAT, "GL_FLOAT", ENUM, 0 },
> -   { GL_FOG, "GL_FOG", BOOLEAN, 1 },
> -   { GL_FOG_BIT, "GL_FOG_BIT", ENUM, 0 },
> -   { GL_FOG_COLOR, "GL_FOG_COLOR", FLOAT, 4 },
> -   { GL_FOG_DENSITY, "GL_FOG_DENSITY", FLOAT, 1 },
> -   { GL_FOG_END, "GL_FOG_END", FLOAT, 1 },
> -   { GL_FOG_HINT, "GL_FOG_HINT", ENUM, 1 },
> -   { GL_FOG_INDEX, "GL_FOG_INDEX", INT, 1 },
> -   { GL_FOG_MODE, "GL_FOG_MODE", ENUM, 1 },
> -   { GL_FOG_START, "GL_FOG_START", FLOAT, 1 },
> -   { GL_FRONT, "GL_FRONT", ENUM, 0 },
> -   { GL_FRONT_AND_BACK, "GL_FRONT_AND_BACK", ENUM, 0 },
> -   { GL_FRONT_FACE, "GL_FRONT_FACE", ENUM, 1 },
> -   { GL_FRONT_LEFT, "GL_FRONT_LEFT", ENUM, 0 },
> -   { GL_FRONT_RIGHT, "GL_FRONT_RIGHT", ENUM, 0 },
> -
> -   { GL_GEQUAL, "GL_GEQUAL", ENUM, 0 },
> -   { GL_GREATER, "GL_GREATER", ENUM, 0 },
> -   { GL_GREEN, "GL_GREEN", ENUM, 0 },
> -   { GL_GREEN_BIAS, "GL_GREEN_BIAS", FLOAT, 1 },
> -   { GL_GREEN_BITS, "GL_GREEN_BITS", INT, 1 },
> -   { GL_GREEN_SCALE, "GL_GREEN_SCALE", FLOAT, 1 },
> -
> -
> -
> -   { GL_LESS, "GL_LESS", ENUM, 0 },
> -   { GL_LEQUAL, "GL_LEQUAL", ENUM, 0 },
> -   { GL_LIGHTING, "GL_LIGHTING", BOOLEAN, 1 },
> -   { GL_LINE_SMOOTH, "GL_LINE_SMOOTH", BOOLEAN, 1 },
> -   { GL_LINE_STIPPLE, "GL_LINE_STIPPLE", BOOLEAN, 1 },
> -   { GL_LINE_STIPPLE_PATTERN, "GL_LINE_STIPPLE_PATTERN", INT, 1 },
> -   { GL_LINE_STIPPLE_REPEAT, "GL_LINE_STIPPLE_REPEAT", INT, 1 },
> -   { GL_LINE_WIDTH, "GL_LINE_WIDTH", FLOAT, 1 },
> -
> -   { GL_MODELVIEW_MATRIX, "GL_MODELVIEW_MATRIX", DOUBLE, 16 },
> -
> -   { GL_NEVER, "GL_NEVER", ENUM, 0 },
> -   { GL_NOTEQUAL, "GL_NOTEQUAL", ENUM, 0 },
> -
> -   { GL_PROJECTION_MATRIX, "GL_PROJECTION_MATRIX", FLOAT, 16 },
> -
> -   { GL_PACK_SWAP_BYTES, "GL_PACK_SWAP_BYTES", INT, 1 },
> -   { GL_PACK_LSB_FIRST, "GL_PACK_LSB_FIRST", INT, 1 },
> -   { GL_PACK_ROW_LENGTH, "GL_PACK_ROW_LENGTH", INT, 1 },
> -   { GL_PACK_SKIP_PIXELS, "GL_PACK_SKIP_PIXELS", INT, 1 },
> -   { GL_PACK_SKIP_ROWS, "GL_PACK_SKIP_ROWS", INT, 1 },
> -   { GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT", INT, 1 },
> -
> -   { GL_TRUE, "GL_TRUE", ENUM, 0 },
> -
> -   { GL_UNPACK_SWAP_BYTES, "GL_UNPACK_SWAP_BYTES", INT, 1 },
> -   { GL_UNPACK_LSB_FIRST, "GL_UNPACK_LSB_FIRST", INT, 1 },
> -   { GL_UNPACK_ROW_LENGTH, "GL_UNPACK_ROW_LENGTH", INT, 1 },
> -   { GL_UNPACK_SKIP_PIXELS, "GL_UNPACK_SKIP_PIXELS", INT, 1 },
> -   { GL_UNPACK_SKIP_ROWS, "GL_UNPACK_SKIP_ROWS", INT, 1 },
> -   { GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT", INT, 1 },
> -
> -   { GL_VIEWPORT, "GL_VIEWPORT", INT, 4 },
> -
> -
> -   /*
> -    * Extensions
> -    */
> -
> -#if defined(GL_EXT_blend_minmax)
> -   { GL_BLEND_EQUATION_EXT, "GL_BLEND_EQUATION_EXT", ENUM, 1 },
> -#endif
> -#if defined(GL_EXT_blend_color)
> -   { GL_BLEND_COLOR_EXT, "GL_BLEND_COLOR_EXT", FLOAT, 4 },
> -#endif
> -#if defined(GL_EXT_point_parameters)
> -   { GL_DISTANCE_ATTENUATION_EXT, "GL_DISTANCE_ATTENUATION_EXT", FLOAT, 1 },
> -#endif
> -#if defined(GL_INGR_blend_func_separate)
> -   { GL_BLEND_SRC_RGB_INGR, "GL_BLEND_SRC_RGB_INGR", ENUM, 1 },
> -   { GL_BLEND_DST_RGB_INGR, "GL_BLEND_DST_RGB_INGR", ENUM, 1 },
> -   { GL_BLEND_SRC_ALPHA_INGR, "GL_BLEND_SRC_ALPHA_INGR", ENUM, 1 },
> -   { GL_BLEND_DST_ALPHA_INGR, "GL_BLEND_DST_ALPHA_INGR", ENUM, 1 },
> -#endif
> -
> -
> -   { LAST_TOKEN, "", 0, 0 }
> -};
> -
> -
> -static const struct EnumRecord *FindRecord( GLenum var )
> -{
> -   int i;
> -   for (i = 0; EnumTable[i].enumerator != LAST_TOKEN; i++) {
> -      if (EnumTable[i].enumerator == var) {
> -	 return &EnumTable[i];
> -      }
> -   }
> -   return NULL;
> -}
> -
> -
> -
> -/*
> - * Return the string label for the given enum.
> - */
> -const char *GetEnumString( GLenum var )
> -{
> -   const struct EnumRecord *rec = FindRecord(var);
> -   if (rec)
> -      return rec->string;
> -   else
> -      return NULL;
> -}
> -
> -
> -
> -/*
> - * Print current value of the given state variable.
> - */
> -void PrintState( int indent, GLenum var )
> -{
> -   const struct EnumRecord *rec = FindRecord(var);
> -
> -   while (indent-- > 0)
> -      putchar(' ');
> -
> -   if (rec) {
> -      if (rec->getCount <= 0) {
> -         assert(rec->getType == ENUM);
> -         printf("%s is not a state variable\n", rec->string);
> -      }
> -      else {
> -         switch (rec->getType) {
> -             case INT:
> -                {
> -                   GLint values[100];
> -                   int i;
> -                   glGetIntegerv(rec->enumerator, values);
> -                   printf("%s = ", rec->string);
> -                   for (i = 0; i < rec->getCount; i++)
> -                      printf("%d ", values[i]);
> -                   printf("\n");
> -                }
> -                break;
> -             case FLOAT:
> -                {
> -                   GLfloat values[100];
> -                   int i;
> -                   glGetFloatv(rec->enumerator, values);
> -                   printf("%s = ", rec->string);
> -                   for (i = 0; i < rec->getCount; i++)
> -                      printf("%f ", values[i]);
> -                   printf("\n");
> -                }
> -                break;
> -             case DOUBLE:
> -                {
> -                   GLdouble values[100];
> -                   int i;
> -                   glGetDoublev(rec->enumerator, values);
> -                   printf("%s = ", rec->string);
> -                   for (i = 0; i < rec->getCount; i++)
> -                      printf("%f ", (float) values[i]);
> -                   printf("\n");
> -                }
> -                break;
> -             case BOOLEAN:
> -                {
> -                   GLboolean values[100];
> -                   int i;
> -                   glGetBooleanv(rec->enumerator, values);
> -                   printf("%s = ", rec->string);
> -                   for (i = 0; i < rec->getCount; i++)
> -                      printf("%s ", values[i] ? "GL_TRUE" : "GL_FALSE");
> -                   printf("\n");
> -                }
> -                break;
> -             case ENUM:
> -                {
> -                   GLint values[100];
> -                   int i;
> -                   glGetIntegerv(rec->enumerator, values);
> -                   printf("%s = ", rec->string);
> -                   for (i = 0; i < rec->getCount; i++) {
> -                      const char *str = GetEnumString((GLenum) values[i]);
> -                      if (str)
> -                         printf("%s ", str);
> -                      else
> -                         printf("??? ");
> -                   }
> -                   printf("\n");
> -                }
> -                break;
> -             case VOID:
> -                {
> -                   GLvoid *values[100];
> -                   int i;
> -                   glGetPointerv(rec->enumerator, values);
> -                   printf("%s = ", rec->string);
> -                   for (i = 0; i < rec->getCount; i++) {
> -		       printf("%p ", values[i]);
> -                   }
> -                   printf("\n");
> -                }
> -                break;
> -             default:
> -                printf("fatal error in PrintState()\n");
> -                abort();
> -         }
> -      }
> -   }
> -   else {
> -      printf("Unknown GLenum passed to PrintState()\n");
> -   }
> -}
> -
> -
> -
> -/*
> - * Print all glPixelStore-related state.
> - * NOTE: Should write similar functions for lighting, texturing, etc.
> - */
> -void PrintPixelStoreState( void )
> -{
> -   const GLenum enums[] = {
> -      GL_PACK_SWAP_BYTES,
> -      GL_PACK_LSB_FIRST,
> -      GL_PACK_ROW_LENGTH,
> -      GL_PACK_SKIP_PIXELS,
> -      GL_PACK_SKIP_ROWS,
> -      GL_PACK_ALIGNMENT,
> -      GL_UNPACK_SWAP_BYTES,
> -      GL_UNPACK_LSB_FIRST,
> -      GL_UNPACK_ROW_LENGTH,
> -      GL_UNPACK_SKIP_PIXELS,
> -      GL_UNPACK_SKIP_ROWS,
> -      GL_UNPACK_ALIGNMENT,
> -      0
> -   };
> -   int i;
> -   printf("Pixel pack/unpack state:\n");
> -   for (i = 0; enums[i]; i++) {
> -      PrintState(3, enums[i]);
> -   }
> -}
> -
> -
> -
> -
> -/*
> - * Print all state for the given attribute group.
> - */
> -void PrintAttribState( GLbitfield attrib )
> -{
> -   static const GLenum depth_buffer_enums[] = {
> -      GL_DEPTH_FUNC,
> -      GL_DEPTH_CLEAR_VALUE,
> -      GL_DEPTH_TEST,
> -      GL_DEPTH_WRITEMASK,
> -      0
> -   };
> -   static const GLenum fog_enums[] = {
> -      GL_FOG,
> -      GL_FOG_COLOR,
> -      GL_FOG_DENSITY,
> -      GL_FOG_START,
> -      GL_FOG_END,
> -      GL_FOG_INDEX,
> -      GL_FOG_MODE,
> -      0
> -   };
> -   static const GLenum line_enums[] = {
> -      GL_LINE_SMOOTH,
> -      GL_LINE_STIPPLE,
> -      GL_LINE_STIPPLE_PATTERN,
> -      GL_LINE_STIPPLE_REPEAT,
> -      GL_LINE_WIDTH,
> -      0
> -   };
> -
> -   const GLenum *enumList = NULL;
> -
> -   switch (attrib) {
> -      case GL_DEPTH_BUFFER_BIT:
> -         enumList = depth_buffer_enums;
> -         printf("GL_DEPTH_BUFFER_BIT state:\n");
> -         break;
> -      case GL_FOG_BIT:
> -         enumList = fog_enums;
> -         printf("GL_FOG_BIT state:\n");
> -         break;
> -      case GL_LINE_BIT:
> -         enumList = line_enums;
> -         printf("GL_LINE_BIT state:\n");
> -         break;
> -      default:
> -         printf("Bad value in PrintAttribState()\n");
> -   }
> -
> -   if (enumList) {
> -      int i;
> -      for (i = 0; enumList[i]; i++)
> -         PrintState(3, enumList[i]);
> -   }
> -}
> -
> -
> -/*#define TEST*/
> -#ifdef TEST
> -
> -#include "glut_wrap.h"
> -
> -int main( int argc, char *argv[] )
> -{
> -   glutInit( &argc, argv );
> -   glutInitWindowPosition(0, 0);
> -   glutInitWindowSize(400, 300);
> -   glutInitDisplayMode(GLUT_RGB);
> -   glutCreateWindow(argv[0]);
> -   PrintAttribState(GL_DEPTH_BUFFER_BIT);
> -   PrintAttribState(GL_FOG_BIT);
> -   PrintAttribState(GL_LINE_BIT);
> -   PrintState(0, GL_ALPHA_BITS);
> -   PrintState(0, GL_VIEWPORT);
> -   PrintState(0, GL_ALPHA_TEST_FUNC);
> -   PrintState(0, GL_MODELVIEW_MATRIX);
> -   PrintState(0, GL_ALWAYS);
> -   PrintPixelStoreState();
> -   return 0;
> -}
> -
> -#endif
> diff --git a/src/util/glstate.h b/src/util/glstate.h
> deleted file mode 100644
> index c5c9632..0000000
> --- a/src/util/glstate.h
> +++ /dev/null
> @@ -1,51 +0,0 @@
> -
> -/*
> - * Print GL state information (for debugging)
> - * Copyright (C) 1998  Brian Paul
> - *
> - * This library is free software; you can redistribute it and/or
> - * modify it under the terms of the GNU Library General Public
> - * License as published by the Free Software Foundation; either
> - * version 2 of the License, or (at your option) any later version.
> - *
> - * This library is distributed in the hope that it will be useful,
> - * but WITHOUT ANY WARRANTY; without even the implied warranty of
> - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
> - * Library General Public License for more details.
> - *
> - * You should have received a copy of the GNU Library General Public
> - * License along with this library; if not, write to the Free
> - * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
> - */
> -
> -
> -/*
> - * Revision 1.1  1999/08/19 00:55:42  jtg
> - * Initial revision
> - *
> - * Revision 1.2  1999/06/19 01:36:43  brianp
> - * more features added
> - *
> - * Revision 1.1  1998/11/24 03:41:16  brianp
> - * Initial revision
> - *
> - */
> -
> -
> -#ifndef GLSTATE_H
> -#define GLSTATE_H
> -
> -
> -#include "gl_wrap.h"
> -
> -
> -extern const char *GetNameString( GLenum var );
> -
> -extern void PrintState( int indent, GLenum var );
> -
> -extern void PrintAttribState( GLbitfield attrib );
> -
> -extern void PrintPixelStoreState( void );
> -
> -
> -#endif
>



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