void WrappedOpenGL::glPixelStorei(GLenum pname, GLint param) { m_Real.glPixelStorei(pname, param); RDCASSERT(m_TextureRecord[m_TextureUnit]); { SCOPED_SERIALISE_CONTEXT(PIXELSTORE); Serialise_glPixelStorei(pname, param); m_TextureRecord[m_TextureUnit]->AddChunk(scope.Get()); } }
void WrappedOpenGL::glPixelStorei(GLenum pname, GLint param) { m_Real.glPixelStorei(pname, param); if(m_State >= WRITING) { SCOPED_SERIALISE_CONTEXT(PIXELSTORE); Serialise_glPixelStorei(pname, param); if(m_TextureRecord[m_TextureUnit]) m_TextureRecord[m_TextureUnit]->AddChunk(scope.Get()); else if(m_State == WRITING_IDLE) m_DeviceRecord->AddChunk(scope.Get()); else if(m_State == WRITING_CAPFRAME) m_ContextRecord->AddChunk(scope.Get()); } }