Inline the glClear values in the description

* Even though this is latched state from glClearColor etc, this means we
  don't have to list that in the pipeline state, we can just show it here
  where it's relevant.
This commit is contained in:
baldurk
2015-01-15 15:25:18 +00:00
parent 1b256d4382
commit b9f1b9820f
+17 -6
View File
@@ -2724,17 +2724,28 @@ bool WrappedOpenGL::Serialise_glClear(GLbitfield mask)
{
AddEvent(CLEARBUFFERF, desc);
string name = "glClear(";
if(Mask & GL_DEPTH_BUFFER_BIT)
name += "GL_DEPTH_BUFFER_BIT | ";
if(Mask & GL_COLOR_BUFFER_BIT)
name += "GL_COLOR_BUFFER_BIT | ";
{
float col[4] = {0};
m_Real.glGetFloatv(eGL_COLOR_CLEAR_VALUE, &col[0]);
name += StringFormat::Fmt("Color = <%f, %f, %f, %f>, ", col[0], col[1], col[2], col[3]);
}
if(Mask & GL_DEPTH_BUFFER_BIT)
{
float depth = 0;
m_Real.glGetFloatv(eGL_DEPTH_CLEAR_VALUE, &depth);
name += StringFormat::Fmt("Depth = <%f>, ", depth);
}
if(Mask & GL_STENCIL_BUFFER_BIT)
name += "GL_STENCIL_BUFFER_BIT | ";
{
GLint stencil = 0;
m_Real.glGetIntegerv(eGL_STENCIL_CLEAR_VALUE, &stencil);
name += StringFormat::Fmt("Stencil = <0x%02x>, ", stencil);
}
if(Mask & (eGL_DEPTH_BUFFER_BIT|eGL_COLOR_BUFFER_BIT|eGL_STENCIL_BUFFER_BIT))
{
name.pop_back(); // ' '
name.pop_back(); // '|'
name.pop_back(); // ','
name.pop_back(); // ' '
}