]
arrays.reverse()
+ # arrays available in PROFILE_ES1
+ arrays_es1 = ("Vertex", "Normal", "Color", "TexCoord")
+
def header(self, api):
Tracer.header(self, api)
print '#include "gltrace.hpp"'
print
- print '// Whether user arrays were used'
- print 'static bool __user_arrays = false;'
- print 'static bool __user_arrays_arb = false;'
- print 'static bool __user_arrays_nv = false;'
+ print 'enum tracer_context_profile {'
+ print ' PROFILE_COMPAT,'
+ print ' PROFILE_ES1,'
+ print ' PROFILE_ES2,'
+ print '};'
+ print
+ print 'struct tracer_context {'
+ print ' enum tracer_context_profile profile;'
+ print ' bool user_arrays;'
+ print ' bool user_arrays_arb;'
+ print ' bool user_arrays_nv;'
+ print '};'
print
# Which glVertexAttrib* variant to use
print ' VERTEX_ATTRIB_NV,'
print '};'
print
+ print 'static tracer_context *__get_context(void)'
+ print '{'
+ print ' // TODO return the context set by other APIs (GLX, EGL, and etc.)'
+ print ' static tracer_context __ctx = { PROFILE_COMPAT, false, false, false };'
+ print ' return &__ctx;'
+ print '}'
+ print
print 'static vertex_attrib __get_vertex_attrib(void) {'
- print ' if (__user_arrays_arb || __user_arrays_nv) {'
+ print ' tracer_context *ctx = __get_context();'
+ print ' if (ctx->user_arrays_arb || ctx->user_arrays_nv) {'
print ' GLboolean __vertex_program = GL_FALSE;'
print ' __glGetBooleanv(GL_VERTEX_PROGRAM_ARB, &__vertex_program);'
print ' if (__vertex_program) {'
- print ' if (__user_arrays_nv) {'
+ print ' if (ctx->user_arrays_nv) {'
print ' GLint __vertex_program_binding_nv = 0;'
print ' __glGetIntegerv(GL_VERTEX_PROGRAM_BINDING_NV, &__vertex_program_binding_nv);'
print ' if (__vertex_program_binding_nv) {'
# Whether we need user arrays
print 'static inline bool __need_user_arrays(void)'
print '{'
- print ' if (!__user_arrays) {'
+ print ' tracer_context *ctx = __get_context();'
+ print ' if (!ctx->user_arrays) {'
print ' return false;'
print ' }'
print
for camelcase_name, uppercase_name in self.arrays:
+ # in which profile is the array available?
+ profile_check = 'ctx->profile == PROFILE_COMPAT'
+ if camelcase_name in self.arrays_es1:
+ profile_check = '(' + profile_check + ' || ctx->profile == PROFILE_ES1)';
+
function_name = 'gl%sPointer' % camelcase_name
enable_name = 'GL_%s_ARRAY' % uppercase_name
binding_name = 'GL_%s_ARRAY_BUFFER_BINDING' % uppercase_name
print ' // %s' % function_name
+ print ' if (%s) {' % profile_check
self.array_prolog(api, uppercase_name)
print ' if (__glIsEnabled(%s)) {' % enable_name
print ' GLint __binding = 0;'
print ' }'
print ' }'
self.array_epilog(api, uppercase_name)
+ print ' }'
print
+ print ' // ES1 does not support generic vertex attributes'
+ print ' if (ctx->profile == PROFILE_ES1)'
+ print ' return false;'
+ print
print ' vertex_attrib __vertex_attrib = __get_vertex_attrib();'
print
print ' // glVertexAttribPointer'
print '}'
print
+ # states such as GL_UNPACK_ROW_LENGTH are not available in GLES
+ print 'static inline bool'
+ print 'can_unpack_subimage(void) {'
+ print ' tracer_context *ctx = __get_context();'
+ print ' return (ctx->profile == PROFILE_COMPAT);'
+ print '}'
+ print
+
array_pointer_function_names = set((
"glVertexPointer",
"glNormalPointer",
print ' GLint __array_buffer = 0;'
print ' __glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &__array_buffer);'
print ' if (!__array_buffer) {'
- print ' __user_arrays = true;'
+ print ' tracer_context *ctx = __get_context();'
+ print ' ctx->user_arrays = true;'
if function.name == "glVertexAttribPointerARB":
- print ' __user_arrays_arb = true;'
+ print ' ctx->user_arrays_arb = true;'
if function.name == "glVertexAttribPointerNV":
- print ' __user_arrays_nv = true;'
+ print ' ctx->user_arrays_nv = true;'
self.dispatch_function(function)
# And also break down glInterleavedArrays into the individual calls
or (isinstance(arg.type, stdapi.Const) \
and isinstance(arg.type.type, stdapi.Blob))):
print ' {'
+ print ' tracer_context *ctx = __get_context();'
print ' GLint __unpack_buffer = 0;'
- print ' __glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &__unpack_buffer);'
+ print ' if (ctx->profile == PROFILE_COMPAT)'
+ print ' __glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &__unpack_buffer);'
print ' if (__unpack_buffer) {'
print ' trace::localWriter.writeOpaque(%s);' % arg.name
print ' } else {'
# update the state
print 'static void __trace_user_arrays(GLuint maxindex)'
print '{'
+ print ' tracer_context *ctx = __get_context();'
for camelcase_name, uppercase_name in self.arrays:
+ # in which profile is the array available?
+ profile_check = 'ctx->profile == PROFILE_COMPAT'
+ if camelcase_name in self.arrays_es1:
+ profile_check = '(' + profile_check + ' || ctx->profile == PROFILE_ES1)';
+
function_name = 'gl%sPointer' % camelcase_name
enable_name = 'GL_%s_ARRAY' % uppercase_name
binding_name = 'GL_%s_ARRAY_BUFFER_BINDING' % uppercase_name
function = api.get_function_by_name(function_name)
print ' // %s' % function.prototype()
+ print ' if (%s) {' % profile_check
self.array_trace_prolog(api, uppercase_name)
self.array_prolog(api, uppercase_name)
print ' if (__glIsEnabled(%s)) {' % enable_name
print ' }'
self.array_epilog(api, uppercase_name)
self.array_trace_epilog(api, uppercase_name)
+ print ' }'
print
# Samething, but for glVertexAttribPointer*
# This means that the implementations of these functions do not always
# alias, and they need to be considered independently.
#
+ print ' // ES1 does not support generic vertex attributes'
+ print ' if (ctx->profile == PROFILE_ES1)'
+ print ' return;'
+ print
print ' vertex_attrib __vertex_attrib = __get_vertex_attrib();'
print
for suffix in ['', 'ARB', 'NV']:
print ' GLint client_active_texture = 0;'
print ' __glGetIntegerv(GL_CLIENT_ACTIVE_TEXTURE, &client_active_texture);'
print ' GLint max_texture_coords = 0;'
- print ' __glGetIntegerv(GL_MAX_TEXTURE_COORDS, &max_texture_coords);'
+ print ' if (ctx->profile == PROFILE_COMPAT)'
+ print ' __glGetIntegerv(GL_MAX_TEXTURE_COORDS, &max_texture_coords);'
+ print ' else'
+ print ' __glGetIntegerv(GL_MAX_TEXTURE_UNITS, &max_texture_coords);'
print ' for (GLint unit = 0; unit < max_texture_coords; ++unit) {'
print ' GLint texture = GL_TEXTURE0 + unit;'
print ' __glClientActiveTexture(texture);'