mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-11-08 23:13:12 +00:00
Serialise fixed-size stdint types instead of GL types
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f707e85d03
commit
5bf34b16c1
2 files changed
+67
-67
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@@ -57,10 +57,10 @@ void WrappedOpenGL::glBlendFunc(GLenum sfactor, GLenum dfactor)
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bool WrappedOpenGL::Serialise_glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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{
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SERIALISE_ELEMENT(GLfloat, r, red);
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SERIALISE_ELEMENT(GLfloat, g, green);
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SERIALISE_ELEMENT(GLfloat, b, blue);
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SERIALISE_ELEMENT(GLfloat, a, alpha);
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SERIALISE_ELEMENT(float, r, red);
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SERIALISE_ELEMENT(float, g, green);
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SERIALISE_ELEMENT(float, b, blue);
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SERIALISE_ELEMENT(float, a, alpha);
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if(m_State <= EXECUTING)
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{
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@@ -452,10 +452,10 @@ void WrappedOpenGL::glColorMaski(GLuint buf, GLboolean red, GLboolean green, GLb
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bool WrappedOpenGL::Serialise_glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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SERIALISE_ELEMENT(GLint, X, x);
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SERIALISE_ELEMENT(GLint, Y, y);
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SERIALISE_ELEMENT(GLint, W, width);
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SERIALISE_ELEMENT(GLint, H, height);
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SERIALISE_ELEMENT(int32_t, X, x);
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SERIALISE_ELEMENT(int32_t, Y, y);
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SERIALISE_ELEMENT(int32_t, W, width);
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SERIALISE_ELEMENT(int32_t, H, height);
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if(m_State <= EXECUTING)
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{
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@@ -480,8 +480,8 @@ void WrappedOpenGL::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
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bool WrappedOpenGL::Serialise_glViewportArrayv(GLuint index, GLuint count, const GLfloat *v)
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{
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SERIALISE_ELEMENT(GLuint, idx, index);
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SERIALISE_ELEMENT(GLuint, cnt, count);
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SERIALISE_ELEMENT(uint32_t, idx, index);
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SERIALISE_ELEMENT(uint32_t, cnt, count);
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SERIALISE_ELEMENT_ARR(GLfloat, views, v, cnt*4);
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if(m_State <= EXECUTING)
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@@ -630,7 +630,7 @@ bool WrappedOpenGL::Serialise_glObjectLabel(GLenum identifier, GLuint name, GLsi
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SERIALISE_ELEMENT(GLenum, Identifier, identifier);
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SERIALISE_ELEMENT(ResourceId, id, liveid);
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SERIALISE_ELEMENT(GLsizei, Length, length);
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SERIALISE_ELEMENT(uint32_t, Length, length);
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SERIALISE_ELEMENT(bool, HasLabel, label != NULL);
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m_pSerialiser->SerialiseString("label", Label);
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@@ -664,10 +664,10 @@ void WrappedOpenGL::glObjectLabel(GLenum identifier, GLuint name, GLsizei length
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bool WrappedOpenGL::Serialise_glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
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{
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SERIALISE_ELEMENT(GLenum, Mode, mode);
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SERIALISE_ELEMENT(GLint, First, first);
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SERIALISE_ELEMENT(GLsizei, Count, count);
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SERIALISE_ELEMENT(GLsizei, InstanceCount, instancecount);
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SERIALISE_ELEMENT(GLuint, BaseInstance, baseinstance);
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SERIALISE_ELEMENT(int32_t, First, first);
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SERIALISE_ELEMENT(uint32_t, Count, count);
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SERIALISE_ELEMENT(uint32_t, InstanceCount, instancecount);
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SERIALISE_ELEMENT(uint32_t, BaseInstance, baseinstance);
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if(m_State <= EXECUTING)
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{
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@@ -720,8 +720,8 @@ void WrappedOpenGL::glDrawArraysInstancedBaseInstance(GLenum mode, GLint first,
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bool WrappedOpenGL::Serialise_glDrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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SERIALISE_ELEMENT(GLenum, Mode, mode);
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SERIALISE_ELEMENT(GLint, First, first);
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SERIALISE_ELEMENT(GLsizei, Count, count);
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SERIALISE_ELEMENT(int32_t, First, first);
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SERIALISE_ELEMENT(uint32_t, Count, count);
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if(m_State <= EXECUTING)
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{
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@@ -772,7 +772,7 @@ void WrappedOpenGL::glDrawArrays(GLenum mode, GLint first, GLsizei count)
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bool WrappedOpenGL::Serialise_glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
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{
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SERIALISE_ELEMENT(GLenum, buf, buffer);
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SERIALISE_ELEMENT(GLint, draw, drawbuffer);
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SERIALISE_ELEMENT(int32_t, draw, drawbuffer);
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if(buf != eGL_DEPTH)
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{
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@@ -786,7 +786,7 @@ bool WrappedOpenGL::Serialise_glClearBufferfv(GLenum buffer, GLint drawbuffer, c
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}
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else
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{
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SERIALISE_ELEMENT(GLfloat, val, *value);
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SERIALISE_ELEMENT(float, val, *value);
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if(m_State <= EXECUTING)
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m_Real.glClearBufferfv(buf, draw, &val);
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@@ -828,7 +828,7 @@ void WrappedOpenGL::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLflo
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bool WrappedOpenGL::Serialise_glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
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{
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SERIALISE_ELEMENT(GLenum, buf, buffer);
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SERIALISE_ELEMENT(GLint, draw, drawbuffer);
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SERIALISE_ELEMENT(int32_t, draw, drawbuffer);
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if(buf != eGL_STENCIL)
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{
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@@ -842,7 +842,7 @@ bool WrappedOpenGL::Serialise_glClearBufferiv(GLenum buffer, GLint drawbuffer, c
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}
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else
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{
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SERIALISE_ELEMENT(GLint, val, *value);
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SERIALISE_ELEMENT(int32_t, val, *value);
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if(m_State <= EXECUTING)
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m_Real.glClearBufferiv(buf, draw, &val);
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@@ -884,7 +884,7 @@ void WrappedOpenGL::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint
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bool WrappedOpenGL::Serialise_glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
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{
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SERIALISE_ELEMENT(GLenum, buf, buffer);
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SERIALISE_ELEMENT(GLint, draw, drawbuffer);
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SERIALISE_ELEMENT(int32_t, draw, drawbuffer);
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{
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uint32_t v[4];
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@@ -931,9 +931,9 @@ void WrappedOpenGL::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLui
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bool WrappedOpenGL::Serialise_glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
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{
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SERIALISE_ELEMENT(GLenum, buf, buffer);
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SERIALISE_ELEMENT(GLint, draw, drawbuffer);
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SERIALISE_ELEMENT(GLfloat, d, depth);
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SERIALISE_ELEMENT(GLint, s, stencil);
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SERIALISE_ELEMENT(int32_t, draw, drawbuffer);
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SERIALISE_ELEMENT(float, d, depth);
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SERIALISE_ELEMENT(int32_t, s, stencil);
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if(m_State <= EXECUTING)
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m_Real.glClearBufferfi(buf, draw, d, s);
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@@ -972,7 +972,7 @@ void WrappedOpenGL::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat dep
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bool WrappedOpenGL::Serialise_glClear(GLbitfield mask)
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{
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SERIALISE_ELEMENT(GLbitfield, Mask, mask);
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SERIALISE_ELEMENT(uint32_t, Mask, mask);
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if(m_State <= EXECUTING)
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m_Real.glClear(Mask);
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@@ -1315,9 +1315,9 @@ void WrappedOpenGL::glEnd()
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bool WrappedOpenGL::Serialise_glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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{
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SERIALISE_ELEMENT(GLfloat, X, x);
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SERIALISE_ELEMENT(GLfloat, Y, y);
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SERIALISE_ELEMENT(GLfloat, Z, z);
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SERIALISE_ELEMENT(float, X, x);
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SERIALISE_ELEMENT(float, Y, y);
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SERIALISE_ELEMENT(float, Z, z);
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if(m_State <= EXECUTING)
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m_Real.glVertex3f(X, Y, Z);
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@@ -1343,9 +1343,9 @@ void WrappedOpenGL::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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bool WrappedOpenGL::Serialise_glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
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{
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SERIALISE_ELEMENT(GLfloat, NX, nx);
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SERIALISE_ELEMENT(GLfloat, NY, ny);
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SERIALISE_ELEMENT(GLfloat, NZ, nz);
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SERIALISE_ELEMENT(float, NX, nx);
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SERIALISE_ELEMENT(float, NY, ny);
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SERIALISE_ELEMENT(float, NZ, nz);
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if(m_State <= EXECUTING)
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m_Real.glNormal3f(NX, NY, NZ);
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@@ -1468,12 +1468,12 @@ void WrappedOpenGL::glLoadIdentity()
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bool WrappedOpenGL::Serialise_glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
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{
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SERIALISE_ELEMENT(GLdouble, L, left);
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SERIALISE_ELEMENT(GLdouble, R, right);
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SERIALISE_ELEMENT(GLdouble, B, bottom);
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SERIALISE_ELEMENT(GLdouble, T, top);
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SERIALISE_ELEMENT(GLdouble, N, zNear);
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SERIALISE_ELEMENT(GLdouble, F, zFar);
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SERIALISE_ELEMENT(double, L, left);
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SERIALISE_ELEMENT(double, R, right);
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SERIALISE_ELEMENT(double, B, bottom);
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SERIALISE_ELEMENT(double, T, top);
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SERIALISE_ELEMENT(double, N, zNear);
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SERIALISE_ELEMENT(double, F, zFar);
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if(m_State <= EXECUTING)
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m_Real.glFrustum(L, R, B, T, N, F);
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@@ -1495,9 +1495,9 @@ void WrappedOpenGL::glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GL
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bool WrappedOpenGL::Serialise_glTranslatef(GLfloat x, GLfloat y, GLfloat z)
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{
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SERIALISE_ELEMENT(GLfloat, X, x);
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SERIALISE_ELEMENT(GLfloat, Y, y);
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SERIALISE_ELEMENT(GLfloat, Z, z);
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SERIALISE_ELEMENT(float, X, x);
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SERIALISE_ELEMENT(float, Y, y);
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SERIALISE_ELEMENT(float, Z, z);
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if(m_State <= EXECUTING)
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m_Real.glTranslatef(X, Y, Z);
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@@ -1524,10 +1524,10 @@ void WrappedOpenGL::glTranslatef(GLfloat x, GLfloat y, GLfloat z)
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bool WrappedOpenGL::Serialise_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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SERIALISE_ELEMENT(GLfloat, ang, angle);
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SERIALISE_ELEMENT(GLfloat, X, x);
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SERIALISE_ELEMENT(GLfloat, Y, y);
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SERIALISE_ELEMENT(GLfloat, Z, z);
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SERIALISE_ELEMENT(float, ang, angle);
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SERIALISE_ELEMENT(float, X, x);
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SERIALISE_ELEMENT(float, Y, y);
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SERIALISE_ELEMENT(float, Z, z);
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if(m_State <= EXECUTING)
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m_Real.glRotatef(ang, X, Y, Z);
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@@ -167,10 +167,10 @@ void WrappedOpenGL::glBindTexture(GLenum target, GLuint texture)
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bool WrappedOpenGL::Serialise_glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
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{
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SERIALISE_ELEMENT(GLenum, Target, target);
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SERIALISE_ELEMENT(GLsizei, Levels, levels);
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SERIALISE_ELEMENT(uint32_t, Levels, levels);
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SERIALISE_ELEMENT(GLenum, Format, internalformat);
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SERIALISE_ELEMENT(GLsizei, Width, width);
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SERIALISE_ELEMENT(GLsizei, Height, height);
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SERIALISE_ELEMENT(uint32_t, Width, width);
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SERIALISE_ELEMENT(uint32_t, Height, height);
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SERIALISE_ELEMENT(ResourceId, id, m_TextureRecord[m_TextureUnit]->GetResourceID());
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if(m_State == READING)
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@@ -205,11 +205,11 @@ void WrappedOpenGL::glTexStorage2D(GLenum target, GLsizei levels, GLenum interna
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bool WrappedOpenGL::Serialise_glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
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{
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SERIALISE_ELEMENT(GLenum, Target, target);
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SERIALISE_ELEMENT(GLint, Level, level);
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SERIALISE_ELEMENT(GLint, xoff, xoffset);
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SERIALISE_ELEMENT(GLint, yoff, yoffset);
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SERIALISE_ELEMENT(GLsizei, Width, width);
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SERIALISE_ELEMENT(GLsizei, Height, height);
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SERIALISE_ELEMENT(int32_t, Level, level);
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SERIALISE_ELEMENT(int32_t, xoff, xoffset);
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SERIALISE_ELEMENT(int32_t, yoff, yoffset);
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SERIALISE_ELEMENT(uint32_t, Width, width);
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SERIALISE_ELEMENT(uint32_t, Height, height);
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SERIALISE_ELEMENT(GLenum, Format, format);
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SERIALISE_ELEMENT(GLenum, Type, type);
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SERIALISE_ELEMENT(ResourceId, id, m_TextureRecord[m_TextureUnit]->GetResourceID());
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@@ -361,7 +361,7 @@ void WrappedOpenGL::glSamplerParameteri(GLuint sampler, GLenum pname, GLint para
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bool WrappedOpenGL::Serialise_glPixelStorei(GLenum pname, GLint param)
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{
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SERIALISE_ELEMENT(GLenum, PName, pname);
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SERIALISE_ELEMENT(GLint, Param, param);
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SERIALISE_ELEMENT(int32_t, Param, param);
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if(m_State == READING)
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m_Real.glPixelStorei(PName, Param);
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@@ -549,11 +549,11 @@ GLuint WrappedOpenGL::glCreateShader(GLenum type)
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bool WrappedOpenGL::Serialise_glShaderSource(GLuint shader, GLsizei count, const GLchar* const *source, const GLint *length)
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{
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SERIALISE_ELEMENT(ResourceId, id, GetResourceManager()->GetID(ShaderRes(shader)));
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SERIALISE_ELEMENT(GLsizei, Count, count);
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SERIALISE_ELEMENT(uint32_t, Count, count);
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vector<string> srcs;
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for(GLsizei i=0; i < Count; i++)
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for(uint32_t i=0; i < Count; i++)
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{
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string s;
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if(source)
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@@ -573,7 +573,7 @@ bool WrappedOpenGL::Serialise_glShaderSource(GLuint shader, GLsizei count, const
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ResourceId liveId = GetResourceManager()->GetLiveID(id);
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for(GLsizei i=0; i < Count; i++)
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for(uint32_t i=0; i < Count; i++)
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m_Shaders[liveId].sources.push_back(strings[i]);
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m_Real.glShaderSource(GetResourceManager()->GetLiveResource(id).name, Count, strings, NULL);
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@@ -787,9 +787,9 @@ void WrappedOpenGL::glUseProgram(GLuint program)
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bool WrappedOpenGL::Serialise_glUniformMatrix(GLint location, GLsizei count, GLboolean transpose, const void *value, UniformType type)
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{
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SERIALISE_ELEMENT(UniformType, Type, type);
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SERIALISE_ELEMENT(GLint, Loc, location);
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SERIALISE_ELEMENT(GLsizei, Count, count);
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SERIALISE_ELEMENT(GLboolean, Transpose, transpose);
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SERIALISE_ELEMENT(int32_t, Loc, location);
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SERIALISE_ELEMENT(uint32_t, Count, count);
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SERIALISE_ELEMENT(uint8_t, Transpose, transpose);
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size_t elemsPerMat = 0;
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@@ -863,8 +863,8 @@ void WrappedOpenGL::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean
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bool WrappedOpenGL::Serialise_glUniformVector(GLint location, GLsizei count, const void *value, UniformType type)
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{
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SERIALISE_ELEMENT(UniformType, Type, type);
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SERIALISE_ELEMENT(GLint, Loc, location);
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SERIALISE_ELEMENT(GLsizei, Count, count);
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SERIALISE_ELEMENT(int32_t, Loc, location);
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SERIALISE_ELEMENT(uint32_t, Count, count);
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size_t elemsPerVec = 0;
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@@ -1215,11 +1215,11 @@ GLboolean WrappedOpenGL::glUnmapBuffer(GLenum target)
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bool WrappedOpenGL::Serialise_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
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{
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SERIALISE_ELEMENT(GLuint, Index, index);
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SERIALISE_ELEMENT(GLint, Size, size);
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SERIALISE_ELEMENT(uint32_t, Index, index);
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SERIALISE_ELEMENT(int32_t, Size, size);
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SERIALISE_ELEMENT(GLenum, Type, type);
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SERIALISE_ELEMENT(GLboolean, Norm, normalized);
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SERIALISE_ELEMENT(GLsizei, Stride, stride);
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SERIALISE_ELEMENT(uint8_t, Norm, normalized);
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SERIALISE_ELEMENT(uint32_t, Stride, stride);
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SERIALISE_ELEMENT(uint64_t, Offset, (uint64_t)pointer);
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SERIALISE_ELEMENT(ResourceId, id, m_VertexArrayRecord ? m_VertexArrayRecord->GetResourceID() : ResourceId());
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@@ -1258,7 +1258,7 @@ void WrappedOpenGL::glVertexAttribPointer(GLuint index, GLint size, GLenum type,
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bool WrappedOpenGL::Serialise_glEnableVertexAttribArray(GLuint index)
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{
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SERIALISE_ELEMENT(GLuint, Index, index);
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SERIALISE_ELEMENT(uint32_t, Index, index);
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if(m_State < WRITING)
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{
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