From d6898e428c03c33185f8bd182e60881e18fdfedd Mon Sep 17 00:00:00 2001 From: baldurk Date: Fri, 18 Aug 2023 12:25:38 +0100 Subject: [PATCH] Ensure GL calls go through normal GL dispatch not to global functions --- renderdoc/driver/gl/gl_outputwindow.cpp | 11 ++++++----- renderdoc/driver/gl/gl_overlay.cpp | 4 ++-- 2 files changed, 8 insertions(+), 7 deletions(-) diff --git a/renderdoc/driver/gl/gl_outputwindow.cpp b/renderdoc/driver/gl/gl_outputwindow.cpp index d41d58997..777583d85 100644 --- a/renderdoc/driver/gl/gl_outputwindow.cpp +++ b/renderdoc/driver/gl/gl_outputwindow.cpp @@ -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); diff --git a/renderdoc/driver/gl/gl_overlay.cpp b/renderdoc/driver/gl/gl_overlay.cpp index ac1cbad99..9992b5f9b 100644 --- a/renderdoc/driver/gl/gl_overlay.cpp +++ b/renderdoc/driver/gl/gl_overlay.cpp @@ -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;