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https://github.com/baldurk/renderdoc.git
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Fix checking function pointers in case of GLES
This commit is contained in:
committed by
Baldur Karlsson
parent
faa1b6ced5
commit
25c4123119
@@ -165,6 +165,8 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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// these functions should all be present as part of a 3.2 context plus the extensions we require,
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// but let's just be extra-careful
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// both GL and GLES, some of them are emulated
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CHECK_PRESENT(glActiveTexture)
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CHECK_PRESENT(glAttachShader)
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CHECK_PRESENT(glBeginQuery)
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@@ -172,7 +174,6 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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CHECK_PRESENT(glBindBuffer)
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CHECK_PRESENT(glBindBufferBase)
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CHECK_PRESENT(glBindBufferRange)
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CHECK_PRESENT(glBindFragDataLocation)
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CHECK_PRESENT(glBindFramebuffer)
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CHECK_PRESENT(glBindProgramPipeline)
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CHECK_PRESENT(glBindSampler)
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@@ -192,7 +193,7 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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CHECK_PRESENT(glClearBufferiv)
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CHECK_PRESENT(glClearBufferuiv)
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CHECK_PRESENT(glClearColor)
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CHECK_PRESENT(glClearDepth)
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CHECK_PRESENT(glClearDepthf)
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CHECK_PRESENT(glColorMaski)
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CHECK_PRESENT(glCompileShader)
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CHECK_PRESENT(glCopyImageSubData)
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@@ -223,11 +224,9 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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CHECK_PRESENT(glEnable)
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CHECK_PRESENT(glEnablei)
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CHECK_PRESENT(glEnableVertexAttribArray)
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CHECK_PRESENT(glEndConditionalRender)
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CHECK_PRESENT(glEndQuery)
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CHECK_PRESENT(glFramebufferTexture)
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CHECK_PRESENT(glFramebufferTexture2D)
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CHECK_PRESENT(glFramebufferTexture3D)
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CHECK_PRESENT(glFramebufferTextureLayer)
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CHECK_PRESENT(glFrontFace)
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CHECK_PRESENT(glGenBuffers)
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@@ -243,8 +242,6 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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CHECK_PRESENT(glGetBooleanv)
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CHECK_PRESENT(glGetBufferParameteriv)
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CHECK_PRESENT(glGetBufferSubData)
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CHECK_PRESENT(glGetCompressedTexImage)
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CHECK_PRESENT(glGetDoublev)
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CHECK_PRESENT(glGetError)
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CHECK_PRESENT(glGetFloatv)
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CHECK_PRESENT(glGetFragDataLocation)
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@@ -272,7 +269,6 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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CHECK_PRESENT(glGetTexParameterfv)
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CHECK_PRESENT(glGetTexParameteriv)
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CHECK_PRESENT(glGetUniformBlockIndex)
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CHECK_PRESENT(glGetUniformdv)
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CHECK_PRESENT(glGetUniformfv)
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CHECK_PRESENT(glGetUniformiv)
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CHECK_PRESENT(glGetUniformLocation)
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@@ -284,53 +280,33 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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CHECK_PRESENT(glIsEnabledi)
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CHECK_PRESENT(glLineWidth)
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CHECK_PRESENT(glLinkProgram)
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CHECK_PRESENT(glLogicOp)
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CHECK_PRESENT(glMapBufferRange)
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CHECK_PRESENT(glPixelStorei)
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CHECK_PRESENT(glPointParameterf)
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CHECK_PRESENT(glPointParameteri)
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CHECK_PRESENT(glPointSize)
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CHECK_PRESENT(glPolygonMode)
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CHECK_PRESENT(glPolygonOffset)
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CHECK_PRESENT(glPrimitiveRestartIndex)
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CHECK_PRESENT(glProgramParameteri)
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CHECK_PRESENT(glProgramUniform1dv)
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CHECK_PRESENT(glProgramUniform1fv)
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CHECK_PRESENT(glProgramUniform1iv)
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CHECK_PRESENT(glProgramUniform1ui)
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CHECK_PRESENT(glProgramUniform1uiv)
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CHECK_PRESENT(glProgramUniform2dv)
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CHECK_PRESENT(glProgramUniform2fv)
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CHECK_PRESENT(glProgramUniform2iv)
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CHECK_PRESENT(glProgramUniform2uiv)
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CHECK_PRESENT(glProgramUniform3dv)
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CHECK_PRESENT(glProgramUniform3fv)
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CHECK_PRESENT(glProgramUniform3iv)
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CHECK_PRESENT(glProgramUniform3uiv)
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CHECK_PRESENT(glProgramUniform4dv)
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CHECK_PRESENT(glProgramUniform4fv)
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CHECK_PRESENT(glProgramUniform4iv)
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CHECK_PRESENT(glProgramUniform4ui)
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CHECK_PRESENT(glProgramUniform4uiv)
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CHECK_PRESENT(glProgramUniformMatrix2dv)
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CHECK_PRESENT(glProgramUniformMatrix2fv)
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CHECK_PRESENT(glProgramUniformMatrix2x3dv)
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CHECK_PRESENT(glProgramUniformMatrix2x3fv)
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CHECK_PRESENT(glProgramUniformMatrix2x4dv)
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CHECK_PRESENT(glProgramUniformMatrix2x4fv)
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CHECK_PRESENT(glProgramUniformMatrix3dv)
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CHECK_PRESENT(glProgramUniformMatrix3fv)
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CHECK_PRESENT(glProgramUniformMatrix3x2dv)
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CHECK_PRESENT(glProgramUniformMatrix3x2fv)
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CHECK_PRESENT(glProgramUniformMatrix3x4dv)
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CHECK_PRESENT(glProgramUniformMatrix3x4fv)
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CHECK_PRESENT(glProgramUniformMatrix4dv)
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CHECK_PRESENT(glProgramUniformMatrix4fv)
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CHECK_PRESENT(glProgramUniformMatrix4x2dv)
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CHECK_PRESENT(glProgramUniformMatrix4x2fv)
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CHECK_PRESENT(glProgramUniformMatrix4x3dv)
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CHECK_PRESENT(glProgramUniformMatrix4x3fv)
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CHECK_PRESENT(glProvokingVertex)
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CHECK_PRESENT(glReadBuffer)
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CHECK_PRESENT(glReadPixels)
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CHECK_PRESENT(glSampleCoverage)
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@@ -357,11 +333,42 @@ bool ValidateFunctionPointers(const GLHookSet &real)
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CHECK_PRESENT(glVertexAttribBinding)
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CHECK_PRESENT(glVertexAttribFormat)
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CHECK_PRESENT(glVertexAttribIFormat)
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CHECK_PRESENT(glVertexAttribLFormat)
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CHECK_PRESENT(glVertexAttribPointer)
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CHECK_PRESENT(glVertexBindingDivisor)
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CHECK_PRESENT(glViewport)
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// GL only
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if(!IsGLES)
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{
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CHECK_PRESENT(glBindFragDataLocation)
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CHECK_PRESENT(glEndConditionalRender)
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CHECK_PRESENT(glFramebufferTexture3D)
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CHECK_PRESENT(glGetCompressedTexImage)
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CHECK_PRESENT(glGetDoublev)
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CHECK_PRESENT(glGetUniformdv)
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CHECK_PRESENT(glLogicOp)
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CHECK_PRESENT(glPointParameterf)
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CHECK_PRESENT(glPointParameteri)
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CHECK_PRESENT(glPointSize)
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CHECK_PRESENT(glPolygonMode)
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CHECK_PRESENT(glPrimitiveRestartIndex)
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CHECK_PRESENT(glProgramUniform1dv)
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CHECK_PRESENT(glProgramUniform2dv)
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CHECK_PRESENT(glProgramUniform3dv)
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CHECK_PRESENT(glProgramUniform4dv)
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CHECK_PRESENT(glProgramUniformMatrix2dv)
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CHECK_PRESENT(glProgramUniformMatrix2x3dv)
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CHECK_PRESENT(glProgramUniformMatrix2x4dv)
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CHECK_PRESENT(glProgramUniformMatrix3dv)
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CHECK_PRESENT(glProgramUniformMatrix3x2dv)
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CHECK_PRESENT(glProgramUniformMatrix3x4dv)
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CHECK_PRESENT(glProgramUniformMatrix4dv)
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CHECK_PRESENT(glProgramUniformMatrix4x2dv)
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CHECK_PRESENT(glProgramUniformMatrix4x3dv)
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CHECK_PRESENT(glProvokingVertex)
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CHECK_PRESENT(glVertexAttribLFormat)
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}
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// other functions are either checked for presence explicitly (like
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// depth bounds or polygon offset clamp EXT functions), or they are
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// only called when such a call is serialised from the logfile, and
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