mCurrentProgram = 0;
mCompileStatus = GL_TRUE;
mLinkStatus = GL_TRUE;
-
+ mNumberOfActiveUniforms = 0;
mGetAttribLocationResult = 0;
mGetErrorResult = 0;
mGetStringResult = NULL;
mIsRenderbufferResult = 0;
mIsShaderResult = 0;
mIsTextureResult = 0;
- mVertexAttribArrayChanged = false;
-
+ mActiveTextureUnit = 0;
mCheckFramebufferStatusResult = 0;
mFramebufferStatus = 0;
mFramebufferColorAttached = 0;
mFramebufferDepthAttached = 0;
mFramebufferStencilAttached = 0;
-
mNumBinaryFormats = 0;
mBinaryFormats = 0;
mProgramBinaryLength = 0;
- mGetProgramBinaryCalled = false;
- mLastAutoTextureIdUsed = 0;
+ mVertexAttribArrayChanged = false;
+ mGetProgramBinaryCalled = false;
- mLastShaderIdUsed = 0;
- mLastProgramIdUsed = 0;
- mLastUniformIdUsed = 0;
mLastShaderCompiled = 0;
mLastClearBitMask = 0;
mClearCount = 0;
mLastBlendFuncDstRgb = 0;
mLastBlendFuncSrcAlpha = 0;
mLastBlendFuncDstAlpha = 0;
+ mLastAutoTextureIdUsed = 0;
+ mLastShaderIdUsed = 0;
+ mLastProgramIdUsed = 0;
+ mLastUniformIdUsed = 0;
+ mLastDepthMask = false;
mUniforms.clear();
mProgramUniforms1i.clear();
mProgramUniforms2f.clear();
mProgramUniforms3f.clear();
mProgramUniforms4f.clear();
+
+ mCullFaceTrace.Reset();
+ mDepthFunctionTrace.Reset();
+ mEnableDisableTrace.Reset();
+ mShaderTrace.Reset();
+ mStencilFunctionTrace.Reset();
+ mTextureTrace.Reset();
+ mTexParamaterTrace.Reset();
+ mDrawTrace.Reset();
+
+ for( unsigned int i=0; i<MAX_ATTRIBUTE_CACHE_SIZE; ++i )
+ {
+ mVertexAttribArrayState[i] = false;
+ }
}
void TestGlAbstraction::PreRender()