from PIL import Image
state = self.getState(callNo)
if self.doubleBuffer:
- attachments = ['GL_BACK', 'GL_BACK_LEFT', 'GL_BACK_RIGHT', 'GL_COLOR_ATTACHMENT0']
+ attachments = ['GL_BACK', 'GL_BACK_LEFT', 'GL_BACK_RIGHT', 'GL_COLOR_ATTACHMENT0', 'RENDER_TARGET_0']
else:
- attachments = ['GL_FRONT', 'GL_FRONT_LEFT', 'GL_FRONT_RIGHT', 'GL_COLOR_ATTACHMENT0']
+ attachments = ['GL_FRONT', 'GL_FRONT_LEFT', 'GL_FRONT_RIGHT', 'GL_COLOR_ATTACHMENT0', 'RENDER_TARGET_0']
imageObj = self.getFramebufferAttachment(state, attachments)
data = imageObj['__data__']
stream = StringIO(base64.b64decode(data))
ID3D10Device::RSSetState(this = <pDevice>, pRasterizerState = <pRasterizerState>)
ID3D10Device::IASetPrimitiveTopology(this = <pDevice>, Topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
ID3D10Device::Draw(this = <pDevice>, VertexCount = 3, StartVertexLocation = 0)
-IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
+<present> IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
ID3D10Device::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
ID3D10Buffer::Release(this = <pVertexBuffer>) = 0
ID3D10Device::OMSetRenderTargets(this = <pDevice>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
ID3D10Device1::RSSetState(this = <pDevice>, pRasterizerState = <pRasterizerState>)
ID3D10Device1::IASetPrimitiveTopology(this = <pDevice>, Topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
ID3D10Device1::Draw(this = <pDevice>, VertexCount = 3, StartVertexLocation = 0)
-IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
+<present> IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
ID3D10Device1::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
ID3D10Buffer::Release(this = <pVertexBuffer>) = 0
ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
ID3D11DeviceContext::RSSetState(this = <pDeviceContext>, pRasterizerState = <pRasterizerState>)
ID3D11DeviceContext::IASetPrimitiveTopology(this = <pDeviceContext>, Topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
ID3D11DeviceContext::Draw(this = <pDeviceContext>, VertexCount = 3, StartVertexLocation = 0)
-IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
-
+<present> IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK
ID3D11DeviceContext::IASetVertexBuffers(this = <pDeviceContext>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0)
ID3D11Buffer::Release(this = <pVertexBuffer>) = 0
ID3D11DeviceContext::OMSetRenderTargets(this = <pDeviceContext>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL)
IDirect3DDevice9::SetFVF(this = <pDevice>, FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE) = D3D_OK
IDirect3DDevice9::DrawPrimitiveUP(this = <pDevice>, PrimitiveType = D3DPT_TRIANGLELIST, PrimitiveCount = 1, pVertexStreamZeroData = blob(48), VertexStreamZeroStride = 16) = D3D_OK
IDirect3DDevice9::EndScene(this = <pDevice>) = D3D_OK
-IDirect3DDevice9::Present(this = <pDevice>, pSourceRect = NULL, pDestRect = NULL, hDestWindowOverride = NULL, pDirtyRegion = NULL) = D3D_OK
+<present> IDirect3DDevice9::Present(this = <pDevice>, pSourceRect = NULL, pDestRect = NULL, hDestWindowOverride = NULL, pDirtyRegion = NULL) = D3D_OK
IDirect3DDevice9::Release(this = <pDevice>) = 0
IDirect3D9::Release(this = <pD3D>) = 0