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Diffstat (limited to 'opengl/libs/GLES2_dbg/src/api.cpp')
-rw-r--r--opengl/libs/GLES2_dbg/src/api.cpp5730
1 files changed, 5730 insertions, 0 deletions
diff --git a/opengl/libs/GLES2_dbg/src/api.cpp b/opengl/libs/GLES2_dbg/src/api.cpp
new file mode 100644
index 0000000..b2b8ec0
--- /dev/null
+++ b/opengl/libs/GLES2_dbg/src/api.cpp
@@ -0,0 +1,5730 @@
+// auto generated by generate_api_cpp.py
+
+#include "src/header.h"
+
+template<typename T> static int ToInt(const T & t) { STATIC_ASSERT(sizeof(T) == sizeof(int), bitcast); return (int &)t; }
+
+template<typename T> static T FromInt(const int & t) { STATIC_ASSERT(sizeof(T) == sizeof(int), bitcast); return (T &)t; }
+
+void Debug_glActiveTexture(GLenum texture)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glActiveTexture);
+ msg.set_arg0(texture);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glActiveTexture(texture);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glActiveTexture);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glAttachShader(GLuint program, GLuint shader)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glAttachShader);
+ msg.set_arg0(program);
+ msg.set_arg1(shader);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glAttachShader(program, shader);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glAttachShader);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindAttribLocation);
+ msg.set_arg0(program);
+ msg.set_arg1(index);
+ msg.set_arg2(ToInt(name));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(strlen(name) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(name)); i++)
+ data.append((const char *)(name + i), sizeof(*name));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBindAttribLocation(program, index, name);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindAttribLocation);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBindBuffer(GLenum target, GLuint buffer)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindBuffer);
+ msg.set_arg0(target);
+ msg.set_arg1(buffer);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBindBuffer(target, buffer);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindBuffer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindFramebuffer);
+ msg.set_arg0(target);
+ msg.set_arg1(framebuffer);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBindFramebuffer(target, framebuffer);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindFramebuffer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindRenderbuffer);
+ msg.set_arg0(target);
+ msg.set_arg1(renderbuffer);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBindRenderbuffer(target, renderbuffer);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindRenderbuffer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBindTexture(GLenum target, GLuint texture)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindTexture);
+ msg.set_arg0(target);
+ msg.set_arg1(texture);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBindTexture(target, texture);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBindTexture);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendColor);
+ msg.set_arg0(ToInt(red));
+ msg.set_arg1(ToInt(green));
+ msg.set_arg2(ToInt(blue));
+ msg.set_arg3(ToInt(alpha));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBlendColor(red, green, blue, alpha);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendColor);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBlendEquation( GLenum mode )
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendEquation);
+ msg.set_arg0(mode);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBlendEquation(mode);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendEquation);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendEquationSeparate);
+ msg.set_arg0(modeRGB);
+ msg.set_arg1(modeAlpha);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBlendEquationSeparate(modeRGB, modeAlpha);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendEquationSeparate);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBlendFunc(GLenum sfactor, GLenum dfactor)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendFunc);
+ msg.set_arg0(sfactor);
+ msg.set_arg1(dfactor);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBlendFunc(sfactor, dfactor);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendFunc);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendFuncSeparate);
+ msg.set_arg0(srcRGB);
+ msg.set_arg1(dstRGB);
+ msg.set_arg2(srcAlpha);
+ msg.set_arg3(dstAlpha);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBlendFuncSeparate);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBufferData);
+ msg.set_arg0(target);
+ msg.set_arg1(size);
+ msg.set_arg2(ToInt(data));
+ msg.set_arg3(usage);
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBufferData(target, size, data, usage);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBufferData);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glBufferSubData);
+ msg.set_arg0(target);
+ msg.set_arg1(offset);
+ msg.set_arg2(size);
+ msg.set_arg3(ToInt(data));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glBufferSubData(target, offset, size, data);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glBufferSubData);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLenum Debug_glCheckFramebufferStatus(GLenum target)
+{
+ GLenum ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCheckFramebufferStatus);
+ msg.set_arg0(target);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glCheckFramebufferStatus(target);
+ msg.set_ret(ToInt(ret));
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCheckFramebufferStatus);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = FromInt<GLenum>(cmd.ret());
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glClear(GLbitfield mask)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glClear);
+ msg.set_arg0(mask);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glClear(mask);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glClear);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glClearColor);
+ msg.set_arg0(ToInt(red));
+ msg.set_arg1(ToInt(green));
+ msg.set_arg2(ToInt(blue));
+ msg.set_arg3(ToInt(alpha));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glClearColor(red, green, blue, alpha);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glClearColor);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glClearDepthf(GLclampf depth)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glClearDepthf);
+ msg.set_arg0(ToInt(depth));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glClearDepthf(depth);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glClearDepthf);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glClearStencil(GLint s)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glClearStencil);
+ msg.set_arg0(s);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glClearStencil(s);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glClearStencil);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glColorMask);
+ msg.set_arg0(red);
+ msg.set_arg1(green);
+ msg.set_arg2(blue);
+ msg.set_arg3(alpha);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glColorMask(red, green, blue, alpha);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glColorMask);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glCompileShader(GLuint shader)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCompileShader);
+ msg.set_arg0(shader);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glCompileShader(shader);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCompileShader);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCompressedTexImage2D);
+ msg.set_arg0(target);
+ msg.set_arg1(level);
+ msg.set_arg2(internalformat);
+ msg.set_arg3(width);
+ msg.set_arg4(height);
+ msg.set_arg5(border);
+ msg.set_arg6(imageSize);
+ msg.set_arg7(ToInt(data));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCompressedTexImage2D);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCompressedTexSubImage2D);
+ msg.set_arg0(target);
+ msg.set_arg1(level);
+ msg.set_arg2(xoffset);
+ msg.set_arg3(yoffset);
+ msg.set_arg4(width);
+ msg.set_arg5(height);
+ msg.set_arg6(format);
+ msg.set_arg7(imageSize);
+ msg.set_arg8(ToInt(data));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCompressedTexSubImage2D);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCopyTexImage2D);
+ msg.set_arg0(target);
+ msg.set_arg1(level);
+ msg.set_arg2(internalformat);
+ msg.set_arg3(x);
+ msg.set_arg4(y);
+ msg.set_arg5(width);
+ msg.set_arg6(height);
+ msg.set_arg7(border);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCopyTexImage2D);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCopyTexSubImage2D);
+ msg.set_arg0(target);
+ msg.set_arg1(level);
+ msg.set_arg2(xoffset);
+ msg.set_arg3(yoffset);
+ msg.set_arg4(x);
+ msg.set_arg5(y);
+ msg.set_arg6(width);
+ msg.set_arg7(height);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCopyTexSubImage2D);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLuint Debug_glCreateProgram(void)
+{
+ GLuint ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCreateProgram);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glCreateProgram();
+ msg.set_ret(ToInt(ret));
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCreateProgram);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = FromInt<GLuint>(cmd.ret());
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLuint Debug_glCreateShader(GLenum type)
+{
+ GLuint ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCreateShader);
+ msg.set_arg0(type);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glCreateShader(type);
+ msg.set_ret(ToInt(ret));
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCreateShader);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = FromInt<GLuint>(cmd.ret());
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glCullFace(GLenum mode)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glCullFace);
+ msg.set_arg0(mode);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glCullFace(mode);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glCullFace);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDeleteBuffers(GLsizei n, const GLuint* buffers)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteBuffers);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(buffers));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(buffers + i), sizeof(*buffers));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDeleteBuffers(n, buffers);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteBuffers);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteFramebuffers);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(framebuffers));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(framebuffers + i), sizeof(*framebuffers));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDeleteFramebuffers(n, framebuffers);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteFramebuffers);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDeleteProgram(GLuint program)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteProgram);
+ msg.set_arg0(program);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDeleteProgram(program);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteProgram);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteRenderbuffers);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(renderbuffers));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(renderbuffers + i), sizeof(*renderbuffers));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDeleteRenderbuffers(n, renderbuffers);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteRenderbuffers);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDeleteShader(GLuint shader)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteShader);
+ msg.set_arg0(shader);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDeleteShader(shader);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteShader);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDeleteTextures(GLsizei n, const GLuint* textures)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteTextures);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(textures));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(textures + i), sizeof(*textures));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDeleteTextures(n, textures);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDeleteTextures);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDepthFunc(GLenum func)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDepthFunc);
+ msg.set_arg0(func);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDepthFunc(func);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDepthFunc);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDepthMask(GLboolean flag)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDepthMask);
+ msg.set_arg0(flag);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDepthMask(flag);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDepthMask);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDepthRangef(GLclampf zNear, GLclampf zFar)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDepthRangef);
+ msg.set_arg0(ToInt(zNear));
+ msg.set_arg1(ToInt(zFar));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDepthRangef(zNear, zFar);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDepthRangef);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDetachShader(GLuint program, GLuint shader)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDetachShader);
+ msg.set_arg0(program);
+ msg.set_arg1(shader);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDetachShader(program, shader);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDetachShader);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDisable(GLenum cap)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDisable);
+ msg.set_arg0(cap);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDisable(cap);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDisable);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDisableVertexAttribArray(GLuint index)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDisableVertexAttribArray);
+ msg.set_arg0(index);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDisableVertexAttribArray(index);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDisableVertexAttribArray);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glDrawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDrawArrays);
+ msg.set_arg0(mode);
+ msg.set_arg1(first);
+ msg.set_arg2(count);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDrawArrays(mode, first, count);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDrawArrays);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glDrawElements);
+ msg.set_arg0(mode);
+ msg.set_arg1(count);
+ msg.set_arg2(type);
+ msg.set_arg3(ToInt(indices));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glDrawElements(mode, count, type, indices);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glDrawElements);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glEnable(GLenum cap)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glEnable);
+ msg.set_arg0(cap);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glEnable(cap);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glEnable);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glEnableVertexAttribArray(GLuint index)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glEnableVertexAttribArray);
+ msg.set_arg0(index);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glEnableVertexAttribArray(index);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glEnableVertexAttribArray);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glFinish(void)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glFinish);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glFinish();
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glFinish);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glFlush(void)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glFlush);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glFlush();
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glFlush);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glFramebufferRenderbuffer);
+ msg.set_arg0(target);
+ msg.set_arg1(attachment);
+ msg.set_arg2(renderbuffertarget);
+ msg.set_arg3(renderbuffer);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glFramebufferRenderbuffer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glFramebufferTexture2D);
+ msg.set_arg0(target);
+ msg.set_arg1(attachment);
+ msg.set_arg2(textarget);
+ msg.set_arg3(texture);
+ msg.set_arg4(level);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glFramebufferTexture2D(target, attachment, textarget, texture, level);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glFramebufferTexture2D);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glFrontFace(GLenum mode)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glFrontFace);
+ msg.set_arg0(mode);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glFrontFace(mode);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glFrontFace);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glGenBuffers(GLsizei n, GLuint* buffers)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenBuffers);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(buffers));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGenBuffers(n, buffers);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenBuffers);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(buffers + i), sizeof(*buffers));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glGenerateMipmap(GLenum target)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenerateMipmap);
+ msg.set_arg0(target);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGenerateMipmap(target);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenerateMipmap);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glGenFramebuffers(GLsizei n, GLuint* framebuffers)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenFramebuffers);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(framebuffers));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGenFramebuffers(n, framebuffers);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenFramebuffers);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(framebuffers + i), sizeof(*framebuffers));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenRenderbuffers);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(renderbuffers));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGenRenderbuffers(n, renderbuffers);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenRenderbuffers);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(renderbuffers + i), sizeof(*renderbuffers));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glGenTextures(GLsizei n, GLuint* textures)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenTextures);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(textures));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGenTextures(n, textures);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGenTextures);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(n * sizeof(GLuint));
+ for (unsigned i = 0; i < (n); i++)
+ data.append((const char *)(textures + i), sizeof(*textures));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetActiveAttrib);
+ msg.set_arg0(program);
+ msg.set_arg1(index);
+ msg.set_arg2(bufsize);
+ msg.set_arg3(ToInt(length));
+ msg.set_arg4(ToInt(size));
+ msg.set_arg5(ToInt(type));
+ msg.set_arg6(ToInt(name));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(strlen(name) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(name)); i++)
+ data.append((const char *)(name + i), sizeof(*name));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetActiveAttrib(program, index, bufsize, length, size, type, name);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetActiveAttrib);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetActiveUniform);
+ msg.set_arg0(program);
+ msg.set_arg1(index);
+ msg.set_arg2(bufsize);
+ msg.set_arg3(ToInt(length));
+ msg.set_arg4(ToInt(size));
+ msg.set_arg5(ToInt(type));
+ msg.set_arg6(ToInt(name));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(strlen(name) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(name)); i++)
+ data.append((const char *)(name + i), sizeof(*name));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetActiveUniform(program, index, bufsize, length, size, type, name);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetActiveUniform);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetAttachedShaders);
+ msg.set_arg0(program);
+ msg.set_arg1(maxcount);
+ msg.set_arg2(ToInt(count));
+ msg.set_arg3(ToInt(shaders));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetAttachedShaders(program, maxcount, count, shaders);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetAttachedShaders);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+int Debug_glGetAttribLocation(GLuint program, const GLchar* name)
+{
+ int ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetAttribLocation);
+ msg.set_arg0(program);
+ msg.set_arg1(ToInt(name));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(strlen(name) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(name)); i++)
+ data.append((const char *)(name + i), sizeof(*name));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glGetAttribLocation(program, name);
+ msg.set_ret(ToInt(ret));
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetAttribLocation);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = FromInt<int>(cmd.ret());
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetBooleanv(GLenum pname, GLboolean* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetBooleanv);
+ msg.set_arg0(pname);
+ msg.set_arg1(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetBooleanv(pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetBooleanv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetBufferParameteriv);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetBufferParameteriv(target, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetBufferParameteriv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLenum Debug_glGetError(void)
+{
+ GLenum ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetError);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glGetError();
+ msg.set_ret(ToInt(ret));
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetError);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = FromInt<GLenum>(cmd.ret());
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetFloatv(GLenum pname, GLfloat* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetFloatv);
+ msg.set_arg0(pname);
+ msg.set_arg1(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetFloatv(pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetFloatv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetFramebufferAttachmentParameteriv);
+ msg.set_arg0(target);
+ msg.set_arg1(attachment);
+ msg.set_arg2(pname);
+ msg.set_arg3(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetFramebufferAttachmentParameteriv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetIntegerv(GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetIntegerv);
+ msg.set_arg0(pname);
+ msg.set_arg1(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetIntegerv(pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetIntegerv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glGetProgramiv(GLuint program, GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetProgramiv);
+ msg.set_arg0(program);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetProgramiv(program, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetProgramiv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(1 * sizeof(GLint));
+ for (unsigned i = 0; i < (1); i++)
+ data.append((const char *)(params + i), sizeof(*params));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetProgramInfoLog);
+ msg.set_arg0(program);
+ msg.set_arg1(bufsize);
+ msg.set_arg2(ToInt(length));
+ msg.set_arg3(ToInt(infolog));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetProgramInfoLog(program, bufsize, length, infolog);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetProgramInfoLog);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(strlen(infolog) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(infolog)); i++)
+ data.append((const char *)(infolog + i), sizeof(*infolog));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetRenderbufferParameteriv);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetRenderbufferParameteriv(target, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetRenderbufferParameteriv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderiv);
+ msg.set_arg0(shader);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetShaderiv(shader, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderiv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(1 * sizeof(GLint));
+ for (unsigned i = 0; i < (1); i++)
+ data.append((const char *)(params + i), sizeof(*params));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderInfoLog);
+ msg.set_arg0(shader);
+ msg.set_arg1(bufsize);
+ msg.set_arg2(ToInt(length));
+ msg.set_arg3(ToInt(infolog));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetShaderInfoLog(shader, bufsize, length, infolog);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderInfoLog);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(strlen(infolog) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(infolog)); i++)
+ data.append((const char *)(infolog + i), sizeof(*infolog));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderPrecisionFormat);
+ msg.set_arg0(shadertype);
+ msg.set_arg1(precisiontype);
+ msg.set_arg2(ToInt(range));
+ msg.set_arg3(ToInt(precision));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderPrecisionFormat);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderSource);
+ msg.set_arg0(shader);
+ msg.set_arg1(bufsize);
+ msg.set_arg2(ToInt(length));
+ msg.set_arg3(ToInt(source));
+ std::string data;
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetShaderSource(shader, bufsize, length, source);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetShaderSource);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ data.reserve(strlen(source) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(source)); i++)
+ data.append((const char *)(source + i), sizeof(*source));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+const GLubyte* Debug_glGetString(GLenum name)
+{
+ const GLubyte* ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetString);
+ msg.set_arg0(name);
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glGetString(name);
+ msg.set_ret(ToInt(ret));
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetString);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = FromInt<const GLubyte*>(cmd.ret());
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetTexParameterfv);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetTexParameterfv(target, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetTexParameterfv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetTexParameteriv);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetTexParameteriv(target, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetTexParameteriv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetUniformfv(GLuint program, GLint location, GLfloat* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetUniformfv);
+ msg.set_arg0(program);
+ msg.set_arg1(location);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetUniformfv(program, location, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetUniformfv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetUniformiv(GLuint program, GLint location, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetUniformiv);
+ msg.set_arg0(program);
+ msg.set_arg1(location);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetUniformiv(program, location, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetUniformiv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+int Debug_glGetUniformLocation(GLuint program, const GLchar* name)
+{
+ int ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetUniformLocation);
+ msg.set_arg0(program);
+ msg.set_arg1(ToInt(name));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(strlen(name) * sizeof(GLchar));
+ for (unsigned i = 0; i < (strlen(name)); i++)
+ data.append((const char *)(name + i), sizeof(*name));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glGetUniformLocation(program, name);
+ msg.set_ret(ToInt(ret));
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetUniformLocation);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = FromInt<int>(cmd.ret());
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetVertexAttribfv);
+ msg.set_arg0(index);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetVertexAttribfv(index, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetVertexAttribfv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetVertexAttribiv);
+ msg.set_arg0(index);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetVertexAttribiv(index, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetVertexAttribiv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetVertexAttribPointerv);
+ msg.set_arg0(index);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(pointer));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glGetVertexAttribPointerv(index, pname, pointer);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glGetVertexAttribPointerv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glHint(GLenum target, GLenum mode)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glHint);
+ msg.set_arg0(target);
+ msg.set_arg1(mode);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glHint(target, mode);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glHint);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLboolean Debug_glIsBuffer(GLuint buffer)
+{
+ GLboolean ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsBuffer);
+ msg.set_arg0(buffer);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glIsBuffer(buffer);
+ msg.set_ret(ret);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsBuffer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = cmd.ret();
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLboolean Debug_glIsEnabled(GLenum cap)
+{
+ GLboolean ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsEnabled);
+ msg.set_arg0(cap);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glIsEnabled(cap);
+ msg.set_ret(ret);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsEnabled);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = cmd.ret();
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLboolean Debug_glIsFramebuffer(GLuint framebuffer)
+{
+ GLboolean ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsFramebuffer);
+ msg.set_arg0(framebuffer);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glIsFramebuffer(framebuffer);
+ msg.set_ret(ret);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsFramebuffer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = cmd.ret();
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLboolean Debug_glIsProgram(GLuint program)
+{
+ GLboolean ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsProgram);
+ msg.set_arg0(program);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glIsProgram(program);
+ msg.set_ret(ret);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsProgram);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = cmd.ret();
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLboolean Debug_glIsRenderbuffer(GLuint renderbuffer)
+{
+ GLboolean ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsRenderbuffer);
+ msg.set_arg0(renderbuffer);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glIsRenderbuffer(renderbuffer);
+ msg.set_ret(ret);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsRenderbuffer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = cmd.ret();
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLboolean Debug_glIsShader(GLuint shader)
+{
+ GLboolean ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsShader);
+ msg.set_arg0(shader);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glIsShader(shader);
+ msg.set_ret(ret);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsShader);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = cmd.ret();
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+GLboolean Debug_glIsTexture(GLuint texture)
+{
+ GLboolean ret = 0;
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsTexture);
+ msg.set_arg0(texture);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ ret = _c->glIsTexture(texture);
+ msg.set_ret(ret);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glIsTexture);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ if (cmd.has_ret())
+ ret = cmd.ret();
+ return ret;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glLineWidth(GLfloat width)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glLineWidth);
+ msg.set_arg0(ToInt(width));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glLineWidth(width);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glLineWidth);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glLinkProgram(GLuint program)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glLinkProgram);
+ msg.set_arg0(program);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glLinkProgram(program);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glLinkProgram);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glPixelStorei(GLenum pname, GLint param)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glPixelStorei);
+ msg.set_arg0(pname);
+ msg.set_arg1(param);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glPixelStorei(pname, param);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glPixelStorei);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glPolygonOffset(GLfloat factor, GLfloat units)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glPolygonOffset);
+ msg.set_arg0(ToInt(factor));
+ msg.set_arg1(ToInt(units));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glPolygonOffset(factor, units);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glPolygonOffset);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glReadPixels);
+ msg.set_arg0(x);
+ msg.set_arg1(y);
+ msg.set_arg2(width);
+ msg.set_arg3(height);
+ msg.set_arg4(format);
+ msg.set_arg5(type);
+ msg.set_arg6(ToInt(pixels));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glReadPixels(x, y, width, height, format, type, pixels);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glReadPixels);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glReleaseShaderCompiler(void)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glReleaseShaderCompiler);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glReleaseShaderCompiler();
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glReleaseShaderCompiler);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glRenderbufferStorage);
+ msg.set_arg0(target);
+ msg.set_arg1(internalformat);
+ msg.set_arg2(width);
+ msg.set_arg3(height);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glRenderbufferStorage(target, internalformat, width, height);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glRenderbufferStorage);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glSampleCoverage(GLclampf value, GLboolean invert)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glSampleCoverage);
+ msg.set_arg0(ToInt(value));
+ msg.set_arg1(invert);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glSampleCoverage(value, invert);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glSampleCoverage);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glScissor);
+ msg.set_arg0(x);
+ msg.set_arg1(y);
+ msg.set_arg2(width);
+ msg.set_arg3(height);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glScissor(x, y, width, height);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glScissor);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glShaderBinary);
+ msg.set_arg0(n);
+ msg.set_arg1(ToInt(shaders));
+ msg.set_arg2(binaryformat);
+ msg.set_arg3(ToInt(binary));
+ msg.set_arg4(length);
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glShaderBinary(n, shaders, binaryformat, binary, length);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glShaderBinary);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilFunc);
+ msg.set_arg0(func);
+ msg.set_arg1(ref);
+ msg.set_arg2(mask);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glStencilFunc(func, ref, mask);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilFunc);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilFuncSeparate);
+ msg.set_arg0(face);
+ msg.set_arg1(func);
+ msg.set_arg2(ref);
+ msg.set_arg3(mask);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glStencilFuncSeparate(face, func, ref, mask);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilFuncSeparate);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glStencilMask(GLuint mask)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilMask);
+ msg.set_arg0(mask);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glStencilMask(mask);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilMask);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glStencilMaskSeparate(GLenum face, GLuint mask)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilMaskSeparate);
+ msg.set_arg0(face);
+ msg.set_arg1(mask);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glStencilMaskSeparate(face, mask);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilMaskSeparate);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilOp);
+ msg.set_arg0(fail);
+ msg.set_arg1(zfail);
+ msg.set_arg2(zpass);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glStencilOp(fail, zfail, zpass);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilOp);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilOpSeparate);
+ msg.set_arg0(face);
+ msg.set_arg1(fail);
+ msg.set_arg2(zfail);
+ msg.set_arg3(zpass);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glStencilOpSeparate(face, fail, zfail, zpass);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glStencilOpSeparate);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glTexParameterf(GLenum target, GLenum pname, GLfloat param)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameterf);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(param));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glTexParameterf(target, pname, param);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameterf);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameterfv);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glTexParameterfv(target, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameterfv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glTexParameteri(GLenum target, GLenum pname, GLint param)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameteri);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(param);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glTexParameteri(target, pname, param);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameteri);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameteriv);
+ msg.set_arg0(target);
+ msg.set_arg1(pname);
+ msg.set_arg2(ToInt(params));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glTexParameteriv(target, pname, params);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glTexParameteriv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform1f(GLint location, GLfloat x)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1f);
+ msg.set_arg0(location);
+ msg.set_arg1(ToInt(x));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform1f(location, x);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1fv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(1*count * sizeof(GLfloat));
+ for (unsigned i = 0; i < (1*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform1fv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform1i(GLint location, GLint x)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1i);
+ msg.set_arg0(location);
+ msg.set_arg1(x);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform1i(location, x);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1i);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform1iv(GLint location, GLsizei count, const GLint* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1iv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(1*count * sizeof(GLint));
+ for (unsigned i = 0; i < (1*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform1iv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform1iv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform2f(GLint location, GLfloat x, GLfloat y)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2f);
+ msg.set_arg0(location);
+ msg.set_arg1(ToInt(x));
+ msg.set_arg2(ToInt(y));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform2f(location, x, y);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2fv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(2*count * sizeof(GLfloat));
+ for (unsigned i = 0; i < (2*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform2fv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform2i(GLint location, GLint x, GLint y)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2i);
+ msg.set_arg0(location);
+ msg.set_arg1(x);
+ msg.set_arg2(y);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform2i(location, x, y);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2i);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform2iv(GLint location, GLsizei count, const GLint* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2iv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(2*count * sizeof(GLint));
+ for (unsigned i = 0; i < (2*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform2iv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform2iv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3f);
+ msg.set_arg0(location);
+ msg.set_arg1(ToInt(x));
+ msg.set_arg2(ToInt(y));
+ msg.set_arg3(ToInt(z));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform3f(location, x, y, z);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3fv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(3*count * sizeof(GLfloat));
+ for (unsigned i = 0; i < (3*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform3fv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform3i(GLint location, GLint x, GLint y, GLint z)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3i);
+ msg.set_arg0(location);
+ msg.set_arg1(x);
+ msg.set_arg2(y);
+ msg.set_arg3(z);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform3i(location, x, y, z);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3i);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform3iv(GLint location, GLsizei count, const GLint* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3iv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(3*count * sizeof(GLint));
+ for (unsigned i = 0; i < (3*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform3iv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform3iv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4f);
+ msg.set_arg0(location);
+ msg.set_arg1(ToInt(x));
+ msg.set_arg2(ToInt(y));
+ msg.set_arg3(ToInt(z));
+ msg.set_arg4(ToInt(w));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform4f(location, x, y, z, w);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4fv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(4*count * sizeof(GLfloat));
+ for (unsigned i = 0; i < (4*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform4fv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4i);
+ msg.set_arg0(location);
+ msg.set_arg1(x);
+ msg.set_arg2(y);
+ msg.set_arg3(z);
+ msg.set_arg4(w);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform4i(location, x, y, z, w);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4i);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniform4iv(GLint location, GLsizei count, const GLint* v)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4iv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(ToInt(v));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(4*count * sizeof(GLint));
+ for (unsigned i = 0; i < (4*count); i++)
+ data.append((const char *)(v + i), sizeof(*v));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniform4iv(location, count, v);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniform4iv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniformMatrix2fv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(transpose);
+ msg.set_arg3(ToInt(value));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(4*count * sizeof(GLfloat));
+ for (unsigned i = 0; i < (4*count); i++)
+ data.append((const char *)(value + i), sizeof(*value));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniformMatrix2fv(location, count, transpose, value);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniformMatrix2fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniformMatrix3fv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(transpose);
+ msg.set_arg3(ToInt(value));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(9*count * sizeof(GLfloat));
+ for (unsigned i = 0; i < (9*count); i++)
+ data.append((const char *)(value + i), sizeof(*value));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniformMatrix3fv(location, count, transpose, value);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniformMatrix3fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniformMatrix4fv);
+ msg.set_arg0(location);
+ msg.set_arg1(count);
+ msg.set_arg2(transpose);
+ msg.set_arg3(ToInt(value));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(16*count * sizeof(GLfloat));
+ for (unsigned i = 0; i < (16*count); i++)
+ data.append((const char *)(value + i), sizeof(*value));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUniformMatrix4fv(location, count, transpose, value);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUniformMatrix4fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glUseProgram(GLuint program)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glUseProgram);
+ msg.set_arg0(program);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glUseProgram(program);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glUseProgram);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glValidateProgram(GLuint program)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glValidateProgram);
+ msg.set_arg0(program);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glValidateProgram(program);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glValidateProgram);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib1f(GLuint indx, GLfloat x)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib1f);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(x));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib1f(indx, x);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib1f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib1fv(GLuint indx, const GLfloat* values)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib1fv);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(values));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(1 * sizeof(GLfloat));
+ for (unsigned i = 0; i < (1); i++)
+ data.append((const char *)(values + i), sizeof(*values));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib1fv(indx, values);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib1fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib2f);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(x));
+ msg.set_arg2(ToInt(y));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib2f(indx, x, y);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib2f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib2fv(GLuint indx, const GLfloat* values)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib2fv);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(values));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(2 * sizeof(GLfloat));
+ for (unsigned i = 0; i < (2); i++)
+ data.append((const char *)(values + i), sizeof(*values));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib2fv(indx, values);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib2fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib3f);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(x));
+ msg.set_arg2(ToInt(y));
+ msg.set_arg3(ToInt(z));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib3f(indx, x, y, z);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib3f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib3fv(GLuint indx, const GLfloat* values)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib3fv);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(values));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(3 * sizeof(GLfloat));
+ for (unsigned i = 0; i < (3); i++)
+ data.append((const char *)(values + i), sizeof(*values));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib3fv(indx, values);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib3fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib4f);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(x));
+ msg.set_arg2(ToInt(y));
+ msg.set_arg3(ToInt(z));
+ msg.set_arg4(ToInt(w));
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib4f(indx, x, y, z, w);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib4f);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glVertexAttrib4fv(GLuint indx, const GLfloat* values)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib4fv);
+ msg.set_arg0(indx);
+ msg.set_arg1(ToInt(values));
+ std::string data;
+ // FIXME: check for pointer usage
+ data.reserve(4 * sizeof(GLfloat));
+ for (unsigned i = 0; i < (4); i++)
+ data.append((const char *)(values + i), sizeof(*values));
+ msg.set_data(data);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttrib4fv(indx, values);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttrib4fv);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: this function has pointers, it should be hand written
+void Debug_glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttribPointer);
+ msg.set_arg0(indx);
+ msg.set_arg1(size);
+ msg.set_arg2(type);
+ msg.set_arg3(normalized);
+ msg.set_arg4(stride);
+ msg.set_arg5(ToInt(ptr));
+ // FIXME: check for pointer usage
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glVertexAttribPointer);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+void Debug_glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ gl_hooks_t::gl_t const * const _c = &getGLTraceThreadSpecific()->gl;
+ GLESv2Debugger::Message msg, cmd;
+ msg.set_context_id(0);
+ msg.set_has_next_message(true);
+ const bool expectResponse = false;
+ msg.set_expect_response(expectResponse);
+ msg.set_function(GLESv2Debugger::Message_Function_glViewport);
+ msg.set_arg0(x);
+ msg.set_arg1(y);
+ msg.set_arg2(width);
+ msg.set_arg3(height);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_CONTINUE);
+ while (true) {
+ msg.Clear();
+ clock_t c0 = clock();
+ switch (cmd.function()) {
+ case GLESv2Debugger::Message_Function_CONTINUE:
+ _c->glViewport(x, y, width, height);
+ msg.set_time((float(clock()) - c0) / CLOCKS_PER_SEC);
+ msg.set_context_id(0);
+ msg.set_function(GLESv2Debugger::Message_Function_glViewport);
+ msg.set_has_next_message(false);
+ msg.set_expect_response(expectResponse);
+ Send(msg, cmd);
+ if (!expectResponse)
+ cmd.set_function(GLESv2Debugger::Message_Function_SKIP);
+ break;
+ case GLESv2Debugger::Message_Function_SKIP:
+ return;
+ default:
+ ASSERT(0); //GenerateCall(msg, cmd);
+ break;
+ }
+ }
+}
+
+// FIXME: the following functions should be written by hand
+void Debug_glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
+void Debug_glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
+void Debug_glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
+void Debug_glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
+void Debug_glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
+void Debug_glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
+void Debug_glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
+void Debug_glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+void Debug_glGetBooleanv(GLenum pname, GLboolean* params);
+void Debug_glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
+void Debug_glGetFloatv(GLenum pname, GLfloat* params);
+void Debug_glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
+void Debug_glGetIntegerv(GLenum pname, GLint* params);
+void Debug_glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
+void Debug_glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
+void Debug_glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
+void Debug_glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+void Debug_glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
+const GLubyte* Debug_glGetString(GLenum name);
+void Debug_glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
+void Debug_glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
+void Debug_glGetUniformfv(GLuint program, GLint location, GLfloat* params);
+void Debug_glGetUniformiv(GLuint program, GLint location, GLint* params);
+void Debug_glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
+void Debug_glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
+void Debug_glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
+void Debug_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
+void Debug_glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
+void Debug_glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
+void Debug_glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
+void Debug_glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);