예제 #1
0
void WrappedOpenGL::glPushGroupMarkerEXT(GLsizei length, const GLchar *marker)
{
  if(m_State == WRITING_CAPFRAME)
  {
    SCOPED_SERIALISE_CONTEXT(BEGIN_EVENT);
    Serialise_glPushDebugGroup(eGL_NONE, 0, length, marker);

    m_ContextRecord->AddChunk(scope.Get());
  }
}
예제 #2
0
void WrappedOpenGL::glPushGroupMarkerEXT(GLsizei length, const GLchar *marker)
{
  if(IsActiveCapturing(m_State))
  {
    USE_SCRATCH_SERIALISER();
    SCOPED_SERIALISE_CHUNK(gl_CurChunk);
    Serialise_glPushDebugGroup(ser, eGL_DEBUG_SOURCE_APPLICATION, 0, length, marker);

    m_ContextRecord->AddChunk(scope.Get());
  }
}
예제 #3
0
void WrappedOpenGL::glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
{
  if(m_State == WRITING_CAPFRAME)
  {
    SCOPED_SERIALISE_CONTEXT(BEGIN_EVENT);
    Serialise_glPushDebugGroup(source, id, length, message);

    m_ContextRecord->AddChunk(scope.Get());
  }

  m_Real.glPushDebugGroup(source, id, length, message);
}
예제 #4
0
void WrappedOpenGL::glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
{
  SERIALISE_TIME_CALL(m_Real.glPushDebugGroup(source, id, length, message));

  if(IsActiveCapturing(m_State))
  {
    USE_SCRATCH_SERIALISER();
    ser.SetDrawChunk();
    SCOPED_SERIALISE_CHUNK(gl_CurChunk);
    Serialise_glPushDebugGroup(ser, source, id, length, message);

    m_ContextRecord->AddChunk(scope.Get());
  }
}