1 # Trim trace to the final glxDestroyContext, eliminating almost everything
3 apitrace trim --auto --trim-spec=textures --calls=88 glxsimple.trace
5 # Verify that we actually trimmed what we wanted to (just texture-generation calls)
7 apitrace diff --diff=python glxsimple.trace glxsimple-trim.trace
8 expect r""" glXChooseVisual(37134976, 0, (GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_ALPHA_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, GLX_X_VISUAL_TYPE, GLX_DIRECT_COLOR, 0)) = ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8])
9 glXCreateContext(37134976, ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8]), 0, True) = 37241648
10 glXMakeCurrent(37134976, 41943041, 37241648) = True
11 glViewport(0, 0, 64, 64)
12 glMatrixMode(GL_PROJECTION)
14 glOrtho(0.0, 64.0, 64.0, 0.0, 0.0, 1.0)
15 glMatrixMode(GL_MODELVIEW)
16 glClearColor(0.0, 0.0, 1.0, 1.0)
17 glClear((GL_COLOR_BUFFER_BIT))
18 glXSwapBuffers(37134976, 41943041)
19 glCreateShader(GL_VERTEX_SHADER) = 7
20 glShaderSource(7, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
22 glCreateShader(GL_FRAGMENT_SHADER) = 8
23 glShaderSource(8, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
30 glGetUniformLocation(9, color) = 0
31 glUniform4f(0, 0.0, 1.0, 0.0, 1.0)
35 glVertex2f(64.0, 64.0)
39 glXSwapBuffers(37134976, 41943041)
40 - glGenTextures(1, (1))
41 glBindTexture(GL_TEXTURE_2D, 1)
42 - glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
43 glEnable(GL_TEXTURE_2D)
45 glTexCoord2f(0.0, 0.0)
47 glTexCoord2f(1.0, 0.0)
49 glTexCoord2f(1.0, 1.0)
50 glVertex2f(64.0, 64.0)
51 glTexCoord2f(0.0, 1.0)
54 glDisable(GL_TEXTURE_2D)
55 glXSwapBuffers(37134976, 41943041)
56 glClearColor(1.0, 0.0, 0.0, 1.0)
57 glClear((GL_COLOR_BUFFER_BIT))
58 glXSwapBuffers(37134976, 41943041)
59 glCreateShader(GL_VERTEX_SHADER) = 10
60 glShaderSource(10, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
62 glCreateShader(GL_FRAGMENT_SHADER) = 11
63 glShaderSource(11, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
65 glCreateProgram() = 12
66 glAttachShader(12, 10)
67 glAttachShader(12, 11)
70 glGetUniformLocation(12, color) = 0
71 glUniform4f(0, 1.0, 0.0, 1.0, 1.0)
75 glVertex2f(64.0, 64.0)
79 glXSwapBuffers(37134976, 41943041)
80 - glGenTextures(1, (2))
81 glBindTexture(GL_TEXTURE_2D, 2)
82 - glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
83 glEnable(GL_TEXTURE_2D)
85 glTexCoord2f(0.0, 0.0)
87 glTexCoord2f(1.0, 0.0)
89 glTexCoord2f(1.0, 1.0)
90 glVertex2f(64.0, 64.0)
91 glTexCoord2f(0.0, 1.0)
94 glDisable(GL_TEXTURE_2D)
95 glXSwapBuffers(37134976, 41943041)
96 glXDestroyContext(37134976, 37241648)