-# Trim trace to the final glxDestroyContext, eliminating almost everything
-
-apitrace trim --auto --trim-spec=no-side-effects --calls=88 glxsimple.trace
-
-# Verify that we actually trimmed what we wanted to (just calls with no side effects)
-
-apitrace diff --diff=python glxsimple.trace glxsimple-trim.trace
-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])
- glXCreateContext(37134976, ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8]), 0, True) = 37241648
- glXMakeCurrent(37134976, 41943041, 37241648) = True
- glViewport(0, 0, 64, 64)
- glMatrixMode(GL_PROJECTION)
- glLoadIdentity()
- glOrtho(0.0, 64.0, 64.0, 0.0, 0.0, 1.0)
- glMatrixMode(GL_MODELVIEW)
- glClearColor(0.0, 0.0, 1.0, 1.0)
- glClear((GL_COLOR_BUFFER_BIT))
-- glXSwapBuffers(37134976, 41943041)
- glCreateShader(GL_VERTEX_SHADER) = 7
- glShaderSource(7, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
- glCompileShader(7)
- glCreateShader(GL_FRAGMENT_SHADER) = 8
- glShaderSource(8, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
- glCompileShader(8)
- glCreateProgram() = 9
- glAttachShader(9, 7)
- glAttachShader(9, 8)
- glLinkProgram(9)
- glUseProgram(9)
- glGetUniformLocation(9, color) = 0
- glUniform4f(0, 0.0, 1.0, 0.0, 1.0)
- glBegin(GL_QUADS)
- glVertex2f(0.0, 0.0)
- glVertex2f(64.0, 0.0)
- glVertex2f(64.0, 64.0)
- glVertex2f(0.0, 64.0)
- glEnd()
- glUseProgram(0)
-- glXSwapBuffers(37134976, 41943041)
- glGenTextures(1, (1))
- glBindTexture(GL_TEXTURE_2D, 1)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
- glEnable(GL_TEXTURE_2D)
- glBegin(GL_QUADS)
- glTexCoord2f(0.0, 0.0)
- glVertex2f(0.0, 0.0)
- glTexCoord2f(1.0, 0.0)
- glVertex2f(64.0, 0.0)
- glTexCoord2f(1.0, 1.0)
- glVertex2f(64.0, 64.0)
- glTexCoord2f(0.0, 1.0)
- glVertex2f(0.0, 64.0)
- glEnd()
- glDisable(GL_TEXTURE_2D)
-- glXSwapBuffers(37134976, 41943041)
- glClearColor(1.0, 0.0, 0.0, 1.0)
- glClear((GL_COLOR_BUFFER_BIT))
-- glXSwapBuffers(37134976, 41943041)
- glCreateShader(GL_VERTEX_SHADER) = 10
- glShaderSource(10, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
- glCompileShader(10)
- glCreateShader(GL_FRAGMENT_SHADER) = 11
- glShaderSource(11, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
- glCompileShader(11)
- glCreateProgram() = 12
- glAttachShader(12, 10)
- glAttachShader(12, 11)
- glLinkProgram(12)
- glUseProgram(12)
- glGetUniformLocation(12, color) = 0
- glUniform4f(0, 1.0, 0.0, 1.0, 1.0)
- glBegin(GL_QUADS)
- glVertex2f(0.0, 0.0)
- glVertex2f(64.0, 0.0)
- glVertex2f(64.0, 64.0)
- glVertex2f(0.0, 64.0)
- glEnd()
- glUseProgram(0)
-- glXSwapBuffers(37134976, 41943041)
- glGenTextures(1, (2))
- glBindTexture(GL_TEXTURE_2D, 2)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
- glEnable(GL_TEXTURE_2D)
- glBegin(GL_QUADS)
- glTexCoord2f(0.0, 0.0)
- glVertex2f(0.0, 0.0)
- glTexCoord2f(1.0, 0.0)
- glVertex2f(64.0, 0.0)
- glTexCoord2f(1.0, 1.0)
- glVertex2f(64.0, 64.0)
- glTexCoord2f(0.0, 1.0)
- glVertex2f(0.0, 64.0)
- glEnd()
- glDisable(GL_TEXTURE_2D)
-- glXSwapBuffers(37134976, 41943041)
- glXDestroyContext(37134976, 37241648)
-"""