inline void DepthFunc(GLenum func)
{
+ std::stringstream out;
+ out << func;
+ mDepthFunctionTrace.PushCall("DepthFunc", out.str());
}
inline void DepthMask(GLboolean flag)
inline void GenerateMipmap(GLenum target)
{
+ std::stringstream out;
+ out<<target;
+ mTextureTrace.PushCall("GenerateMipmap", out.str());
}
inline void GenFramebuffers(GLsizei n, GLuint* framebuffers)
inline void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)
{
std::stringstream out;
- out << width << ", " << height;
+ out << target<<", "<<level<<", "<<width << ", " << height;
mTextureTrace.PushCall("TexImage2D", out.str());
}
inline void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)
{
std::stringstream out;
- out << xoffset << ", " << yoffset << ", " << width << ", " << height;
+ out << target << ", "<<level <<", " << xoffset << ", " << yoffset << ", " << width << ", " << height;
mTextureTrace.PushCall("TexSubImage2D", out.str());
}
inline void ResetDrawCallStack() { mDrawTrace.Reset(); }
inline TraceCallStack& GetDrawTrace() { return mDrawTrace; }
+ //Methods for Depth function verification
+ inline void EnableDepthFunctionCallTrace(bool enable) { mDepthFunctionTrace.Enable(enable); }
+ inline void ResetDepthFunctionCallStack() { mDepthFunctionTrace.Reset(); }
+ inline TraceCallStack& GetDepthFunctionTrace() { return mDepthFunctionTrace; }
+
template <typename T>
inline bool GetUniformValue( const char* name, T& value ) const
{
TraceCallStack mTextureTrace;
TraceCallStack mTexParamaterTrace;
TraceCallStack mDrawTrace;
+ TraceCallStack mDepthFunctionTrace;
// Shaders & Uniforms
GLuint mLastShaderIdUsed;