Add GL wrappers for debugging and tracing
This commit is contained in:
parent
6f90009dab
commit
4633d9e546
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package com.jme3.renderer.opengl;
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import com.jme3.renderer.RendererException;
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public abstract class GLDebug {
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protected GL gl;
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protected String decodeError(int err) {
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String errMsg;
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switch (err) {
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case GL.GL_NO_ERROR:
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errMsg = "No Error";
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break;
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case GL.GL_INVALID_ENUM:
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errMsg = "Invalid enum argument";
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break;
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case GL.GL_INVALID_OPERATION:
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errMsg = "Invalid operation";
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break;
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case GL.GL_INVALID_VALUE:
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errMsg = "Invalid numeric argument";
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break;
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case GL.GL_OUT_OF_MEMORY:
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errMsg = "Out of memory";
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break;
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case GLFbo.GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
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errMsg = "Framebuffer is not complete";
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break;
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case GL2.GL_STACK_OVERFLOW:
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errMsg = "Internal stack overflow";
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break;
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case GL2.GL_STACK_UNDERFLOW:
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errMsg = "Internal stack underflow";
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break;
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default:
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errMsg = "Unknown";
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break;
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}
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return errMsg + " (Error Code: " + err + ")";
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}
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protected void checkError() {
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int err = gl.glGetError();
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if (err != 0) {
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throw new RendererException("An OpenGL error occurred - " + decodeError(err));
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}
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}
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}
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524
jme3-core/src/main/java/com/jme3/renderer/opengl/GLDebugES.java
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524
jme3-core/src/main/java/com/jme3/renderer/opengl/GLDebugES.java
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package com.jme3.renderer.opengl;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.nio.ShortBuffer;
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public class GLDebugES extends GLDebug implements GL, GLFbo, GLExt {
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private final GLFbo glfbo;
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private final GLExt glext;
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public GLDebugES(GL gl, GLFbo glfbo) {
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this.gl = gl;
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// this.gl2 = gl instanceof GL2 ? (GL2) gl : null;
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// this.gl3 = gl instanceof GL3 ? (GL3) gl : null;
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this.glfbo = glfbo;
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this.glext = glfbo instanceof GLExt ? (GLExt) glfbo : null;
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}
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public void glActiveTexture(int texture) {
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gl.glActiveTexture(texture);
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checkError();
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}
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public void glAttachShader(int program, int shader) {
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gl.glAttachShader(program, shader);
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checkError();
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}
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public void glBindBuffer(int target, int buffer) {
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gl.glBindBuffer(target, buffer);
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checkError();
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}
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public void glBindTexture(int target, int texture) {
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gl.glBindTexture(target, texture);
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checkError();
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}
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public void glBlendFunc(int sfactor, int dfactor) {
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gl.glBlendFunc(sfactor, dfactor);
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checkError();
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}
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public void glBufferData(int target, FloatBuffer data, int usage) {
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gl.glBufferData(target, data, usage);
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checkError();
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}
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public void glBufferData(int target, ShortBuffer data, int usage) {
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gl.glBufferData(target, data, usage);
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checkError();
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}
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public void glBufferData(int target, ByteBuffer data, int usage) {
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gl.glBufferData(target, data, usage);
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checkError();
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}
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public void glBufferSubData(int target, long offset, FloatBuffer data) {
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gl.glBufferSubData(target, offset, data);
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checkError();
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}
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public void glBufferSubData(int target, long offset, ShortBuffer data) {
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gl.glBufferSubData(target, offset, data);
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checkError();
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}
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public void glBufferSubData(int target, long offset, ByteBuffer data) {
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gl.glBufferSubData(target, offset, data);
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checkError();
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}
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public void glClear(int mask) {
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gl.glClear(mask);
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checkError();
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}
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public void glClearColor(float red, float green, float blue, float alpha) {
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gl.glClearColor(red, green, blue, alpha);
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checkError();
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}
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public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha) {
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gl.glColorMask(red, green, blue, alpha);
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checkError();
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}
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public void glCompileShader(int shader) {
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gl.glCompileShader(shader);
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checkError();
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}
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public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data) {
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gl.glCompressedTexImage2D(target, level, internalformat, width, height, border, data);
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checkError();
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}
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public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data) {
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gl.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, data);
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checkError();
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}
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public int glCreateProgram() {
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int program = gl.glCreateProgram();
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checkError();
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return program;
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}
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public int glCreateShader(int shaderType) {
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int shader = gl.glCreateShader(shaderType);
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checkError();
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return shader;
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}
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public void glCullFace(int mode) {
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gl.glCullFace(mode);
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checkError();
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}
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public void glDeleteBuffers(IntBuffer buffers) {
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gl.glDeleteBuffers(buffers);
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checkError();
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}
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public void glDeleteProgram(int program) {
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gl.glDeleteProgram(program);
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checkError();
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}
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public void glDeleteShader(int shader) {
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gl.glDeleteShader(shader);
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checkError();
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}
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public void glDeleteTextures(IntBuffer textures) {
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gl.glDeleteTextures(textures);
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checkError();
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}
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public void glDepthFunc(int func) {
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gl.glDepthFunc(func);
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checkError();
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}
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public void glDepthMask(boolean flag) {
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gl.glDepthMask(flag);
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checkError();
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}
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public void glDepthRange(double nearVal, double farVal) {
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gl.glDepthRange(nearVal, farVal);
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checkError();
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}
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public void glDetachShader(int program, int shader) {
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gl.glDetachShader(program, shader);
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checkError();
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}
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public void glDisable(int cap) {
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gl.glDisable(cap);
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checkError();
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}
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public void glDisableVertexAttribArray(int index) {
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gl.glDisableVertexAttribArray(index);
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checkError();
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}
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public void glDrawArrays(int mode, int first, int count) {
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gl.glDrawArrays(mode, first, count);
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checkError();
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}
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public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices) {
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gl.glDrawRangeElements(mode, start, end, count, type, indices);
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checkError();
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}
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public void glEnable(int cap) {
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gl.glEnable(cap);
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checkError();
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}
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public void glEnableVertexAttribArray(int index) {
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gl.glEnableVertexAttribArray(index);
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checkError();
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}
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public void glGenBuffers(IntBuffer buffers) {
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gl.glGenBuffers(buffers);
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checkError();
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}
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public void glGenTextures(IntBuffer textures) {
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gl.glGenTextures(textures);
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checkError();
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}
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public int glGetAttribLocation(int program, String name) {
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int location = gl.glGetAttribLocation(program, name);
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checkError();
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return location;
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}
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public void glGetBoolean(int pname, ByteBuffer params) {
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gl.glGetBoolean(pname, params);
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checkError();
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}
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public int glGetError() {
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// No need to check for error here? Haha
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return gl.glGetError();
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}
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public void glGetInteger(int pname, IntBuffer params) {
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gl.glGetInteger(pname, params);
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checkError();
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}
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public void glGetProgram(int program, int pname, IntBuffer params) {
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gl.glGetProgram(program, pname, params);
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checkError();
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}
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public String glGetProgramInfoLog(int program, int maxSize) {
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String infoLog = gl.glGetProgramInfoLog(program, maxSize);
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checkError();
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return infoLog;
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}
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public void glGetShader(int shader, int pname, IntBuffer params) {
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gl.glGetShader(shader, pname, params);
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checkError();
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}
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public String glGetShaderInfoLog(int shader, int maxSize) {
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String infoLog = gl.glGetShaderInfoLog(shader, maxSize);
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checkError();
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return infoLog;
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}
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public String glGetString(int name) {
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String string = gl.glGetString(name);
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checkError();
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return string;
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}
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public int glGetUniformLocation(int program, String name) {
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int location = gl.glGetUniformLocation(program, name);
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checkError();
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return location;
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}
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public boolean glIsEnabled(int cap) {
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boolean enabled = gl.glIsEnabled(cap);
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checkError();
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return enabled;
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}
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public void glLineWidth(float width) {
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gl.glLineWidth(width);
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checkError();
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}
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public void glLinkProgram(int program) {
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gl.glLinkProgram(program);
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checkError();
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}
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public void glPixelStorei(int pname, int param) {
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gl.glPixelStorei(pname, param);
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checkError();
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}
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public void glPolygonOffset(float factor, float units) {
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gl.glPolygonOffset(factor, units);
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checkError();
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}
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public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data) {
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gl.glReadPixels(x, y, width, height, format, type, data);
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checkError();
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}
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public void glScissor(int x, int y, int width, int height) {
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gl.glScissor(x, y, width, height);
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checkError();
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}
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public void glShaderSource(int shader, String[] string, IntBuffer length) {
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gl.glShaderSource(shader, string, length);
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checkError();
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}
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public void glStencilFuncSeparate(int face, int func, int ref, int mask) {
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gl.glStencilFuncSeparate(face, func, ref, mask);
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checkError();
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}
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public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass) {
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gl.glStencilOpSeparate(face, sfail, dpfail, dppass);
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checkError();
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}
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public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data) {
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gl.glTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
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checkError();
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}
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public void glTexParameterf(int target, int pname, float param) {
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gl.glTexParameterf(target, pname, param);
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checkError();
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}
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public void glTexParameteri(int target, int pname, int param) {
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gl.glTexParameteri(target, pname, param);
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checkError();
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}
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public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data) {
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gl.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, data);
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checkError();
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}
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public void glUniform1(int location, FloatBuffer value) {
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gl.glUniform1(location, value);
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checkError();
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}
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public void glUniform1(int location, IntBuffer value) {
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gl.glUniform1(location, value);
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checkError();
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}
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public void glUniform1f(int location, float v0) {
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gl.glUniform1f(location, v0);
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checkError();
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}
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public void glUniform1i(int location, int v0) {
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gl.glUniform1i(location, v0);
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checkError();
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}
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public void glUniform2(int location, IntBuffer value) {
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gl.glUniform2(location, value);
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checkError();
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}
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public void glUniform2(int location, FloatBuffer value) {
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gl.glUniform2(location, value);
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checkError();
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}
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public void glUniform2f(int location, float v0, float v1) {
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gl.glUniform2f(location, v0, v1);
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checkError();
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}
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public void glUniform3(int location, IntBuffer value) {
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gl.glUniform3(location, value);
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checkError();
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}
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public void glUniform3(int location, FloatBuffer value) {
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gl.glUniform3(location, value);
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checkError();
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}
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public void glUniform3f(int location, float v0, float v1, float v2) {
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gl.glUniform3f(location, v0, v1, v2);
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checkError();
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}
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public void glUniform4(int location, FloatBuffer value) {
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gl.glUniform4(location, value);
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checkError();
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}
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public void glUniform4(int location, IntBuffer value) {
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gl.glUniform4(location, value);
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checkError();
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}
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public void glUniform4f(int location, float v0, float v1, float v2, float v3) {
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gl.glUniform4f(location, v0, v1, v2, v3);
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checkError();
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}
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public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value) {
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gl.glUniformMatrix3(location, transpose, value);
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checkError();
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}
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public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value) {
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gl.glUniformMatrix4(location, transpose, value);
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checkError();
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}
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public void glUseProgram(int program) {
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gl.glUseProgram(program);
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checkError();
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}
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public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer) {
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gl.glVertexAttribPointer(index, size, type, normalized, stride, pointer);
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checkError();
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}
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public void glViewport(int x, int y, int width, int height) {
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gl.glViewport(x, y, width, height);
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checkError();
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}
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public void glBindFramebufferEXT(int param1, int param2) {
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glfbo.glBindFramebufferEXT(param1, param2);
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checkError();
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}
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public void glBindRenderbufferEXT(int param1, int param2) {
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glfbo.glBindRenderbufferEXT(param1, param2);
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checkError();
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}
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public int glCheckFramebufferStatusEXT(int param1) {
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int result = glfbo.glCheckFramebufferStatusEXT(param1);
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checkError();
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return result;
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}
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public void glDeleteFramebuffersEXT(IntBuffer param1) {
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glfbo.glDeleteFramebuffersEXT(param1);
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checkError();
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}
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public void glDeleteRenderbuffersEXT(IntBuffer param1) {
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glfbo.glDeleteRenderbuffersEXT(param1);
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checkError();
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}
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public void glFramebufferRenderbufferEXT(int param1, int param2, int param3, int param4) {
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glfbo.glFramebufferRenderbufferEXT(param1, param2, param3, param4);
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checkError();
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}
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public void glFramebufferTexture2DEXT(int param1, int param2, int param3, int param4, int param5) {
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glfbo.glFramebufferTexture2DEXT(param1, param2, param3, param4, param5);
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checkError();
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}
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public void glGenFramebuffersEXT(IntBuffer param1) {
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glfbo.glGenFramebuffersEXT(param1);
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checkError();
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}
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public void glGenRenderbuffersEXT(IntBuffer param1) {
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glfbo.glGenRenderbuffersEXT(param1);
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checkError();
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}
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public void glGenerateMipmapEXT(int param1) {
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glfbo.glGenerateMipmapEXT(param1);
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checkError();
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}
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public void glRenderbufferStorageEXT(int param1, int param2, int param3, int param4) {
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glfbo.glRenderbufferStorageEXT(param1, param2, param3, param4);
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checkError();
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}
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||||
|
||||
public void glBlitFramebufferEXT(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) {
|
||||
glext.glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glBufferData(int target, IntBuffer data, int usage) {
|
||||
glext.glBufferData(target, data, usage);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glBufferSubData(int target, long offset, IntBuffer data) {
|
||||
glext.glBufferSubData(target, offset, data);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glDrawArraysInstancedARB(int mode, int first, int count, int primcount) {
|
||||
glext.glDrawArraysInstancedARB(mode, first, count, primcount);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glDrawBuffers(IntBuffer bufs) {
|
||||
glext.glDrawBuffers(bufs);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glDrawElementsInstancedARB(int mode, int indices_count, int type, long indices_buffer_offset, int primcount) {
|
||||
glext.glDrawElementsInstancedARB(mode, indices_count, type, indices_buffer_offset, primcount);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glGetMultisample(int pname, int index, FloatBuffer val) {
|
||||
glext.glGetMultisample(pname, index, val);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glRenderbufferStorageMultisampleEXT(int target, int samples, int internalformat, int width, int height) {
|
||||
glext.glRenderbufferStorageMultisampleEXT(target, samples, internalformat, width, height);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glTexImage2DMultisample(int target, int samples, int internalformat, int width, int height, boolean fixedsamplelocations) {
|
||||
glext.glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glVertexAttribDivisorARB(int index, int divisor) {
|
||||
glext.glVertexAttribDivisorARB(index, divisor);
|
||||
checkError();
|
||||
}
|
||||
}
|
@ -0,0 +1,77 @@
|
||||
package com.jme3.renderer.opengl;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
|
||||
public class GLDebugGL2 extends GLDebugES {
|
||||
|
||||
private final GL2 gl2;
|
||||
private final GL3 gl3;
|
||||
|
||||
public GLDebugGL2(GL gl, GLFbo glfbo) {
|
||||
super(gl, glfbo);
|
||||
this.gl2 = gl instanceof GL2 ? (GL2) gl : null;
|
||||
this.gl3 = gl instanceof GL3 ? (GL3) gl : null;
|
||||
}
|
||||
|
||||
public void glAlphaFunc(int func, float ref) {
|
||||
gl2.glAlphaFunc(func, ref);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glPointSize(float size) {
|
||||
gl2.glPointSize(size);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glPolygonMode(int face, int mode) {
|
||||
gl2.glPolygonMode(face, mode);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glDrawBuffer(int mode) {
|
||||
gl2.glDrawBuffer(mode);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glReadBuffer(int mode) {
|
||||
gl2.glReadBuffer(mode);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glCompressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, ByteBuffer data) {
|
||||
gl2.glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, data);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glCompressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, ByteBuffer data) {
|
||||
gl2.glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, data);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glTexImage3D(int target, int level, int internalFormat, int width, int height, int depth, int border, int format, int type, ByteBuffer data) {
|
||||
gl2.glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, data);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, ByteBuffer data) {
|
||||
gl2.glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glBindFragDataLocation(int param1, int param2, String param3) {
|
||||
gl3.glBindFragDataLocation(param1, param2, param3);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glBindVertexArray(int param1) {
|
||||
gl3.glBindVertexArray(param1);
|
||||
checkError();
|
||||
}
|
||||
|
||||
public void glGenVertexArrays(IntBuffer param1) {
|
||||
gl3.glGenVertexArrays(param1);
|
||||
checkError();
|
||||
}
|
||||
|
||||
}
|
@ -35,6 +35,7 @@ import com.jme3.util.IntMap;
|
||||
import java.lang.reflect.Field;
|
||||
import java.lang.reflect.InvocationHandler;
|
||||
import java.lang.reflect.Method;
|
||||
import java.lang.reflect.Proxy;
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.IntBuffer;
|
||||
import java.util.HashMap;
|
||||
@ -112,7 +113,7 @@ public final class GLTracer implements InvocationHandler {
|
||||
this.constMap = constMap;
|
||||
}
|
||||
|
||||
public static IntMap<String> generateConstantMap(Class<?> ... classes) {
|
||||
private static IntMap<String> generateConstantMap(Class<?> ... classes) {
|
||||
IntMap<String> constMap = new IntMap<String>();
|
||||
for (Class<?> clazz : classes) {
|
||||
for (Field field : clazz.getFields()) {
|
||||
@ -129,7 +130,35 @@ public final class GLTracer implements InvocationHandler {
|
||||
}
|
||||
return constMap;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a tracer implementation that wraps OpenGL ES 2.
|
||||
*
|
||||
* @param gl OGL interface
|
||||
* @param glext OGL extension interface
|
||||
* @return A tracer that implements GL, GLFbo, and GLExt.
|
||||
*/
|
||||
public static GL createGlesTracer(GL gl, GLExt glext) {
|
||||
IntMap<String> constMap = generateConstantMap(GL.class, GLExt.class);
|
||||
return (GL) Proxy.newProxyInstance(glext.getClass().getClassLoader(),
|
||||
new Class<?>[] { GL.class, GLExt.class },
|
||||
new GLTracer(gl, glext, constMap));
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a tracer implementation that wraps OpenGL 2+.
|
||||
*
|
||||
* @param gl OGL interface
|
||||
* @param glext OGL extension interface
|
||||
* @return A tracer that implements GL, GL2, GL3, GLFbo, and GLExt.
|
||||
*/
|
||||
public static GL createDesktopGlTracer(GL3 gl, GLExt glext) {
|
||||
IntMap<String> constMap = generateConstantMap(GL3.class, GLExt.class);
|
||||
return (GL) Proxy.newProxyInstance(glext.getClass().getClassLoader(),
|
||||
new Class<?>[] { GL3.class, GLExt.class },
|
||||
new GLTracer(gl, glext, constMap));
|
||||
}
|
||||
|
||||
private String translateInteger(String method, int value, int argIndex) {
|
||||
IntMap<Void> argSlotMap = nonEnumArgMap.get(method);
|
||||
if (argSlotMap != null && argSlotMap.containsKey(argIndex)) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user