X-Git-Url: https://git.cworth.org/git?p=apitrace-tests;a=blobdiff_plain;f=traces%2Ftrim-thread.script;fp=traces%2Ftrim-thread.script;h=0d33ab13d1f1a8480fb2aa60a266771c2e4bf301;hp=0000000000000000000000000000000000000000;hb=41d95fe954deb386dab61a5ec908caca8431b7c5;hpb=284a55f9ccdf99f4a6f71acf0d90d15c2be3d62f diff --git a/traces/trim-thread.script b/traces/trim-thread.script new file mode 100644 index 0000000..0d33ab1 --- /dev/null +++ b/traces/trim-thread.script @@ -0,0 +1,91 @@ +trim -o trim-thread.src.trace --thread=1 glthreads.trace +dump --verbose --thread-ids --call-nos=no trim-thread.src.trace +1 glXMakeCurrent(dpy = 0x751280, drawable = 62914565, ctx = 0xa99be0) = True +1 glGetString(name = GL_RENDERER) = "Mesa DRI Mobile Intel\2\556 GM45 Express Chipset " +1 glEnable(cap = GL_DEPTH_TEST) +1 glViewport(x = 0, y = 0, width = 160, height = 160) +1 glMatrixMode(mode = GL_PROJECTION) +1 glLoadIdentity() +1 glFrustum(left = -1, right = 1, bottom = -1, top = 1, zNear = 1.5, zFar = 10) +1 glMatrixMode(mode = GL_MODELVIEW) +1 glLoadIdentity() +1 glTranslatef(x = 0, y = 0, z = -2.5) +1 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT) +1 glPushMatrix() +1 glRotatef(angle = 0, x = 0, y = 1, z = 0) +1 glRotatef(angle = 0, x = 1, y = 0, z = 0) +1 glScalef(x = 0.7, y = 0.7, z = 0.7) +1 glPushMatrix() +1 glScalef(x = 0.75, y = 0.75, z = 0.75) +1 glColor3f(red = 1, green = 0, blue = 0) +1 glDisable(cap = GL_TEXTURE_2D) +1 glBegin(mode = GL_QUADS) +1 glColor3f(red = 0, green = 1, blue = 1) +1 glTexCoord2f(s = 0, t = 0) +1 glVertex3f(x = -1, y = -1, z = -1) +1 glTexCoord2f(s = 1, t = 0) +1 glVertex3f(x = -1, y = 1, z = -1) +1 glTexCoord2f(s = 1, t = 1) +1 glVertex3f(x = -1, y = 1, z = 1) +1 glTexCoord2f(s = 0, t = 1) +1 glVertex3f(x = -1, y = -1, z = 1) +1 glColor3f(red = 1, green = 0, blue = 0) +1 glTexCoord2f(s = 0, t = 0) +1 glVertex3f(x = 1, y = -1, z = -1) +1 glTexCoord2f(s = 1, t = 0) +1 glVertex3f(x = 1, y = 1, z = -1) +1 glTexCoord2f(s = 1, t = 1) +1 glVertex3f(x = 1, y = 1, z = 1) +1 glTexCoord2f(s = 0, t = 1) +1 glVertex3f(x = 1, y = -1, z = 1) +1 glColor3f(red = 1, green = 0, blue = 1) +1 glTexCoord2f(s = 0, t = 0) +1 glVertex3f(x = -1, y = -1, z = -1) +1 glTexCoord2f(s = 1, t = 0) +1 glVertex3f(x = 1, y = -1, z = -1) +1 glTexCoord2f(s = 1, t = 1) +1 glVertex3f(x = 1, y = -1, z = 1) +1 glTexCoord2f(s = 0, t = 1) +1 glVertex3f(x = -1, y = -1, z = 1) +1 glColor3f(red = 0, green = 1, blue = 0) +1 glTexCoord2f(s = 0, t = 0) +1 glVertex3f(x = -1, y = 1, z = -1) +1 glTexCoord2f(s = 1, t = 0) +1 glVertex3f(x = 1, y = 1, z = -1) +1 glTexCoord2f(s = 1, t = 1) +1 glVertex3f(x = 1, y = 1, z = 1) +1 glTexCoord2f(s = 0, t = 1) +1 glVertex3f(x = -1, y = 1, z = 1) +1 glColor3f(red = 1, green = 1, blue = 0) +1 glTexCoord2f(s = 0, t = 0) +1 glVertex3f(x = -1, y = -1, z = -1) +1 glTexCoord2f(s = 1, t = 0) +1 glVertex3f(x = 1, y = -1, z = -1) +1 glTexCoord2f(s = 1, t = 1) +1 glVertex3f(x = 1, y = 1, z = -1) +1 glTexCoord2f(s = 0, t = 1) +1 glVertex3f(x = -1, y = 1, z = -1) +1 glColor3f(red = 0, green = 0, blue = 1) +1 glTexCoord2f(s = 0, t = 0) +1 glVertex3f(x = -1, y = -1, z = 1) +1 glTexCoord2f(s = 1, t = 0) +1 glVertex3f(x = 1, y = -1, z = 1) +1 glTexCoord2f(s = 1, t = 1) +1 glVertex3f(x = 1, y = 1, z = 1) +1 glTexCoord2f(s = 0, t = 1) +1 glVertex3f(x = -1, y = 1, z = 1) +1 glEnd() +1 glPopMatrix() +1 glPopMatrix() +1 glXSwapBuffers(dpy = 0x751280, drawable = 62914565) + +1 glXMakeCurrent(dpy = 0x751280, drawable = 62914565, ctx = 0xa99be0) = True +1 glEnable(cap = GL_DEPTH_TEST) +1 glViewport(x = 0, y = 0, width = 160, height = 160) +1 glMatrixMode(mode = GL_PROJECTION) +1 glLoadIdentity() +1 glFrustum(left = -1, right = 1, bottom = -1, top = 1, zNear = 1.5, zFar = 10) +1 glMatrixMode(mode = GL_MODELVIEW) +1 glLoadIdentity() +1 glTranslatef(x = 0, y = 0, z = -2.5) +1 glClear(mask = GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)