Add a bit more logging around GLES context creation

This commit is contained in:
baldurk
2018-08-29 20:50:14 +01:00
parent 416646d027
commit f1d052fc86
+4 -2
View File
@@ -3444,7 +3444,7 @@ static DriverRegistration GLDriverRegistration(RDCDriver::OpenGL, &GL_CreateRepl
ReplayStatus GLES_CreateReplayDevice(RDCFile *rdc, IReplayDriver **driver)
{
RDCDEBUG("Creating an OpenGL ES replay device");
RDCLOG("Creating an OpenGL ES replay device");
// for GLES replay, we try to use EGL if it's available. If it's not available, we look to see if
// we can create an OpenGL ES context via the platform GL functions
@@ -3458,13 +3458,15 @@ ReplayStatus GLES_CreateReplayDevice(RDCFile *rdc, IReplayDriver **driver)
return ReplayStatus::APIInitFailed;
}
RDCLOG("Initialising GLES replay via libEGL");
return CreateReplayDevice(rdc ? rdc->GetDriver() : RDCDriver::OpenGLES, rdc, GetEGLPlatform(),
driver);
}
#if defined(RENDERDOC_SUPPORT_GL)
else if(GetGLPlatform().CanCreateGLESContext())
{
RDCDEBUG("libEGL is not available, falling back to EXT_create_context_es2_profile");
RDCLOG("libEGL is not available, falling back to EXT_create_context_es2_profile");
bool load_ok = GetGLPlatform().PopulateForReplay();