if function.name == 'memcpy':
print ' if (!dest || !src || !n) return;'
+ # Skip glEnable/Disable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB) as we don't
+ # faithfully set the CONTEXT_DEBUG_BIT_ARB flags on context creation.
+ if function.name in ('glEnable', 'glDisable'):
+ print ' if (cap == GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB) return;'
+
# Destroy the buffer mapping
if function.name in self.unmap_function_names:
print r' GLvoid *ptr = NULL;'
print r' if (pipeline) {'
print r' _pipelineHasBeenBound = true;'
print r' }'
-
- Retracer.invokeFunction(self, function)
- # Error checking
+ profileDraw = (
+ function.name in self.draw_array_function_names or
+ function.name in self.draw_elements_function_names or
+ function.name in self.draw_indirect_function_names or
+ function.name in self.misc_draw_function_names or
+ function.name == 'glBegin'
+ )
+
+ if function.name in ('glUseProgram', 'glUseProgramObjectARB'):
+ print r' if (glretrace::currentContext) {'
+ print r' glretrace::currentContext->activeProgram = call.arg(0).toUInt();'
+ print r' }'
+
+ # Only profile if not inside a list as the queries get inserted into list
+ if function.name == 'glNewList':
+ print r' glretrace::insideList = true;'
+
+ if function.name == 'glEndList':
+ print r' glretrace::insideList = false;'
+
+ if function.name != 'glEnd':
+ print r' if (!glretrace::insideList && !glretrace::insideGlBeginEnd && retrace::profiling) {'
+ if profileDraw:
+ print r' glretrace::beginProfile(call, true);'
+ else:
+ print r' glretrace::beginProfile(call, false);'
+ print r' }'
+
+ if function.name == 'glCreateShaderProgramv':
+ # When dumping state, break down glCreateShaderProgramv so that the
+ # shader source can be recovered.
+ print r' if (retrace::dumpingState) {'
+ print r' GLuint _shader = glCreateShader(type);'
+ print r' if (_shader) {'
+ print r' glShaderSource(_shader, count, strings, NULL);'
+ print r' glCompileShader(_shader);'
+ print r' const GLuint _program = glCreateProgram();'
+ print r' if (_program) {'
+ print r' GLint compiled = GL_FALSE;'
+ print r' glGetShaderiv(_shader, GL_COMPILE_STATUS, &compiled);'
+ print r' glProgramParameteri(_program, GL_PROGRAM_SEPARABLE, GL_TRUE);'
+ print r' if (compiled) {'
+ print r' glAttachShader(_program, _shader);'
+ print r' glLinkProgram(_program);'
+ print r' //glDetachShader(_program, _shader);'
+ print r' }'
+ print r' //append-shader-info-log-to-program-info-log'
+ print r' }'
+ print r' //glDeleteShader(_shader);'
+ print r' _result = _program;'
+ print r' } else {'
+ print r' _result = 0;'
+ print r' }'
+ print r' } else {'
+ Retracer.invokeFunction(self, function)
+ print r' }'
+ else:
+ Retracer.invokeFunction(self, function)
+
if function.name == "glBegin":
print ' glretrace::insideGlBeginEnd = true;'
- elif function.name.startswith('gl'):
+
+ print r' if (!glretrace::insideList && !glretrace::insideGlBeginEnd && retrace::profiling) {'
+ if profileDraw:
+ print r' glretrace::endProfile(call, true);'
+ else:
+ print r' glretrace::endProfile(call, false);'
+ print r' }'
+
+ # Error checking
+ if function.name.startswith('gl'):
# glGetError is not allowed inside glBegin/glEnd
print ' if (retrace::debug && !glretrace::insideGlBeginEnd) {'
print ' glretrace::checkGlError(call);'
and 'program' not in function.argNames():
# Determine the active program for uniforms swizzling
print ' GLint program = -1;'
- print ' GLint pipeline = 0;'
- print ' if (_pipelineHasBeenBound) {'
- print ' glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &pipeline);'
- print ' }'
- print ' if (pipeline) {'
- print ' glGetProgramPipelineiv(pipeline, GL_ACTIVE_PROGRAM, &program);'
+ print ' if (glretrace::insideList) {'
+ print ' // glUseProgram & glUseProgramObjectARB are display-list-able'
+ print ' program = _program_map[glretrace::currentContext->activeProgram];'
print ' } else {'
- print ' glGetIntegerv(GL_CURRENT_PROGRAM, &program);'
+ print ' GLint pipeline = 0;'
+ print ' if (_pipelineHasBeenBound) {'
+ print ' glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &pipeline);'
+ print ' }'
+ print ' if (pipeline) {'
+ print ' glGetProgramPipelineiv(pipeline, GL_ACTIVE_PROGRAM, &program);'
+ print ' } else {'
+ print ' glGetIntegerv(GL_CURRENT_PROGRAM, &program);'
+ print ' }'
print ' }'
print