Ensure GL calls go through normal GL dispatch not to global functions

This commit is contained in:
baldurk
2023-08-18 12:25:38 +01:00
parent 0ec7d54bbd
commit d6898e428c
2 changed files with 8 additions and 7 deletions
+6 -5
View File
@@ -41,12 +41,12 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
drv.glGenFramebuffers(1, &outwin.BlitData.windowFBO);
drv.glBindFramebuffer(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO);
glObjectLabel(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO, -1, "FBO for output window");
drv.glObjectLabel(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO, -1, "FBO for output window");
drv.glGenTextures(1, &outwin.BlitData.backbuffer);
drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer);
glObjectLabel(eGL_TEXTURE, outwin.BlitData.backbuffer, -1, "Colour for output window");
drv.glObjectLabel(eGL_TEXTURE, outwin.BlitData.backbuffer, -1, "Colour for output window");
drv.glTextureImage2DEXT(outwin.BlitData.backbuffer, eGL_TEXTURE_2D, 0, eGL_SRGB8_ALPHA8,
outwin.width, outwin.height, 0, eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
@@ -67,7 +67,8 @@ void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
drv.glGenTextures(1, &outwin.BlitData.depthstencil);
drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.depthstencil);
glObjectLabel(eGL_TEXTURE, outwin.BlitData.depthstencil, -1, "Depth-stencil for output window");
drv.glObjectLabel(eGL_TEXTURE, outwin.BlitData.depthstencil, -1,
"Depth-stencil for output window");
drv.glTextureImage2DEXT(outwin.BlitData.depthstencil, eGL_TEXTURE_2D, 0, eGL_DEPTH_COMPONENT24,
outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_INT,
@@ -103,13 +104,13 @@ void GLReplay::InitOutputWindow(OutputWindow &outwin)
drv.glGenVertexArrays(1, &outwin.BlitData.emptyVAO);
drv.glBindVertexArray(outwin.BlitData.emptyVAO);
glObjectLabel(eGL_VERTEX_ARRAY, outwin.BlitData.emptyVAO, -1, "Empty VAO for output window");
drv.glObjectLabel(eGL_VERTEX_ARRAY, outwin.BlitData.emptyVAO, -1, "Empty VAO for output window");
drv.glGenFramebuffers(1, &outwin.BlitData.readFBO);
drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, outwin.BlitData.readFBO);
drv.glReadBuffer(eGL_COLOR_ATTACHMENT0);
glObjectLabel(eGL_FRAMEBUFFER, outwin.BlitData.readFBO, -1, "Read FBO for output window");
drv.glObjectLabel(eGL_FRAMEBUFFER, outwin.BlitData.readFBO, -1, "Read FBO for output window");
if(HasExt[EXT_framebuffer_sRGB])
drv.glEnable(eGL_FRAMEBUFFER_SRGB);
+2 -2
View File
@@ -543,7 +543,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
drv.glGenFramebuffers(1, &DebugData.overlayFBO);
drv.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.overlayFBO);
glObjectLabel(eGL_FRAMEBUFFER, DebugData.overlayFBO, -1, "FBO for overlay");
drv.glObjectLabel(eGL_FRAMEBUFFER, DebugData.overlayFBO, -1, "FBO for overlay");
GLuint curTex = 0;
drv.glGetIntegerv(texQueryEnum, (GLint *)&curTex);
@@ -551,7 +551,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
drv.glGenTextures(1, &DebugData.overlayTex);
drv.glBindTexture(texBindingEnum, DebugData.overlayTex);
glObjectLabel(eGL_TEXTURE, DebugData.overlayTex, -1, "Colour tex for overlay");
drv.glObjectLabel(eGL_TEXTURE, DebugData.overlayTex, -1, "Colour tex for overlay");
DebugData.overlayTexWidth = texDetails.width;
DebugData.overlayTexHeight = texDetails.height;