Make missing GL functionality not breakpoint, for release

This commit is contained in:
baldurk
2015-02-26 15:16:11 +00:00
parent 1597fa3f32
commit 08024a375b
+5 -5
View File
@@ -2964,14 +2964,14 @@ vector<EventUsage> GLReplay::GetUsage(ResourceId id)
void GLReplay::SetContextFilter(ResourceId id, uint32_t firstDefEv, uint32_t lastDefEv)
{
RDCUNIMPLEMENTED("SetContextFilter");
GLNOTIMP("SetContextFilter");
}
vector<PixelModification> GLReplay::PixelHistory(uint32_t frameID, vector<EventUsage> events, ResourceId target, uint32_t x, uint32_t y, uint32_t sampleIdx)
{
RDCUNIMPLEMENTED("GLReplay::PixelHistory");
GLNOTIMP("GLReplay::PixelHistory");
return vector<PixelModification>();
}
@@ -2980,19 +2980,19 @@ vector<PixelModification> GLReplay::PixelHistory(uint32_t frameID, vector<EventU
ShaderDebugTrace GLReplay::DebugVertex(uint32_t frameID, uint32_t eventID, uint32_t vertid, uint32_t instid, uint32_t idx, uint32_t instOffset, uint32_t vertOffset)
{
RDCUNIMPLEMENTED("DebugVertex");
GLNOTIMP("DebugVertex");
return ShaderDebugTrace();
}
ShaderDebugTrace GLReplay::DebugPixel(uint32_t frameID, uint32_t eventID, uint32_t x, uint32_t y, uint32_t sample, uint32_t primitive)
{
RDCUNIMPLEMENTED("DebugPixel");
GLNOTIMP("DebugPixel");
return ShaderDebugTrace();
}
ShaderDebugTrace GLReplay::DebugThread(uint32_t frameID, uint32_t eventID, uint32_t groupid[3], uint32_t threadid[3])
{
RDCUNIMPLEMENTED("DebugThread");
GLNOTIMP("DebugThread");
return ShaderDebugTrace();
}