option. This makes sense, since contexts get created at runtime, there is little reason to require recompilation for this. Only works on linux currently, will be doing more OSs later
716 lines
23 KiB
C
716 lines
23 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel, Jason Wilkins.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file source/blender/gpu/intern/gpu_debug.c
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* \ingroup gpu
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*/
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#include "BLI_sys_types.h"
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#include "BKE_global.h"
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#include "GPU_glew.h"
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#include "GPU_debug.h"
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#include "intern/gpu_private.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#define CASE_CODE_RETURN_STR(code) case code: return #code;
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static const char* gpu_gl_error_symbol(GLenum err)
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{
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switch (err) {
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CASE_CODE_RETURN_STR(GL_NO_ERROR)
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CASE_CODE_RETURN_STR(GL_INVALID_ENUM)
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CASE_CODE_RETURN_STR(GL_INVALID_VALUE)
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CASE_CODE_RETURN_STR(GL_INVALID_OPERATION)
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CASE_CODE_RETURN_STR(GL_STACK_OVERFLOW)
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CASE_CODE_RETURN_STR(GL_STACK_UNDERFLOW)
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CASE_CODE_RETURN_STR(GL_OUT_OF_MEMORY)
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#if GL_ARB_imaging
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CASE_CODE_RETURN_STR(GL_TABLE_TOO_LARGE)
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#endif
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#if defined(WITH_GLU)
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CASE_CODE_RETURN_STR(GLU_INVALID_ENUM)
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CASE_CODE_RETURN_STR(GLU_INVALID_VALUE)
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CASE_CODE_RETURN_STR(GLU_OUT_OF_MEMORY)
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#endif
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default:
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return "<unknown error>";
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}
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}
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#undef CASE_CODE_RETURN_STR
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static bool gpu_report_gl_errors(const char *file, int line, const char *str)
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{
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GLenum gl_error = glGetError();
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if (gl_error == GL_NO_ERROR) {
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return true;
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}
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else {
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/* glGetError should have cleared the error flag, so if we get the
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same flag twice that means glGetError itself probably triggered
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the error. This happens on Windows if the GL context is invalid.
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*/
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{
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GLenum new_error = glGetError();
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if (gl_error == new_error) {
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fprintf(stderr, "GL: Possible context invalidation issue\n");
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return false;
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}
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}
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fprintf(
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stderr,
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"%s(%d): ``%s'' -> GL Error (0x%04X - %s): %s\n",
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file,
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line,
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str,
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gl_error,
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gpu_gl_error_symbol(gl_error),
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gpuErrorString(gl_error));
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return false;
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}
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}
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const char* gpuErrorString(GLenum err)
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{
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switch (err) {
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case GL_NO_ERROR:
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return "No Error";
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case GL_INVALID_ENUM:
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return "Invalid Enumeration";
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case GL_INVALID_VALUE:
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return "Invalid Value";
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case GL_INVALID_OPERATION:
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return "Invalid Operation";
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case GL_STACK_OVERFLOW:
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return "Stack Overflow";
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case GL_STACK_UNDERFLOW:
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return "Stack Underflow";
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case GL_OUT_OF_MEMORY:
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return "Out of Memory";
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#if GL_ARB_imaging
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case GL_TABLE_TOO_LARGE:
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return "Table Too Large";
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#endif
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#if defined(WITH_GLU)
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case GLU_INVALID_ENUM:
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return "Invalid Enum (GLU)";
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case GLU_INVALID_VALUE:
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return "Invalid Value (GLU)";
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case GLU_OUT_OF_MEMORY:
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return "Out of Memory (GLU)";
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#endif
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default:
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return "<unknown error>";
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}
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}
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/* Debug callbacks need the same calling convention as OpenGL functions.
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*/
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#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
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/* Win32 but not WinCE */
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# define APIENTRY __stdcall
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#else
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# define APIENTRY
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#endif
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static void APIENTRY gpu_debug_proc(GLenum UNUSED(source), GLenum UNUSED(type), GLuint UNUSED(id),
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GLenum UNUSED(severity), GLsizei UNUSED(length),
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const GLchar *message, GLvoid *UNUSED(userParm))
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{
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fprintf(stderr, "GL: %s\n", message);
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}
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#ifndef GLEW_ES_ONLY
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static void APIENTRY gpu_debug_proc_amd(GLuint UNUSED(id), GLenum UNUSED(category),
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GLenum UNUSED(severity), GLsizei UNUSED(length),
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const GLchar *message, GLvoid *UNUSED(userParm))
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{
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fprintf(stderr, "GL: %s\n", message);
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}
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#endif
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#undef APIENTRY
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void gpu_debug_init(void)
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{
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const char success[] = "Successfully hooked OpenGL debug callback.";
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#if !defined(WITH_GLEW_ES) && !defined(GLEW_ES_ONLY)
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if (GLEW_VERSION_4_3) {
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(gpu_debug_proc, mxGetCurrentContext());
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
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GPU_string_marker(sizeof(success), success);
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return;
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}
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#endif
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if (GLEW_KHR_debug) {
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#ifndef GLEW_ES_ONLY
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glDebugMessageCallback(gpu_debug_proc, mxGetCurrentContext());
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
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GPU_string_marker(sizeof(success), success);
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#endif
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return;
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}
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#ifndef GLEW_ES_ONLY
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if (GLEW_ARB_debug_output) {
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glDebugMessageCallbackARB(gpu_debug_proc, mxGetCurrentContext());
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glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
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GPU_string_marker(sizeof(success), success);
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return;
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}
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if (GLEW_AMD_debug_output) {
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glDebugMessageCallbackAMD(gpu_debug_proc_amd, mxGetCurrentContext());
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glDebugMessageEnableAMD(GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
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GPU_string_marker(sizeof(success), success);
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return;
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}
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#endif
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fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
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return;
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}
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void gpu_debug_exit(void)
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{
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#ifndef WITH_GLEW_ES
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#ifndef GLEW_ES_ONLY
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if (GLEW_VERSION_4_3) {
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glDebugMessageCallback(NULL, NULL);
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return;
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}
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#endif
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#endif
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if (GLEW_KHR_debug) {
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#ifndef GLEW_ES_ONLY
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glDebugMessageCallback(NULL, NULL);
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#endif
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return;
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}
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#ifndef GLEW_ES_ONLY
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if (GLEW_ARB_debug_output) {
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glDebugMessageCallbackARB(NULL, NULL);
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return;
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}
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if (GLEW_AMD_debug_output) {
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glDebugMessageCallbackAMD(NULL, NULL);
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return;
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}
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#endif
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return;
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}
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void GPU_string_marker(size_t length, const char *buf)
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{
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#ifndef WITH_GLEW_ES
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#ifndef GLEW_ES_ONLY
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if (GLEW_VERSION_4_3) {
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glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0, GL_DEBUG_SEVERITY_NOTIFICATION, length, buf);
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return;
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}
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#endif
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#endif
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if (GLEW_KHR_debug) {
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#ifndef GLEW_ES_ONLY
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glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0, GL_DEBUG_SEVERITY_NOTIFICATION, length, buf);
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#endif
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return;
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}
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#ifndef GLEW_ES_ONLY
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if (GLEW_ARB_debug_output) {
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glDebugMessageInsertARB(GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_OTHER_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, length, buf);
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return;
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}
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if (GLEW_AMD_debug_output) {
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glDebugMessageInsertAMD(GL_DEBUG_CATEGORY_APPLICATION_AMD, GL_DEBUG_SEVERITY_LOW_AMD, 0, length, buf);
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return;
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}
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if (GLEW_GREMEDY_string_marker) {
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glStringMarkerGREMEDY(length, buf);
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return;
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}
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#endif
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return;
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}
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void GPU_print_error_debug(const char *str)
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{
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if (G.debug & G_DEBUG)
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fprintf(stderr, "GPU: %s\n", str);
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}
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void GPU_assert_no_gl_errors(const char* file, int line, const char* str)
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{
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if (G.debug) {
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GLboolean gl_ok = gpu_report_gl_errors(file, line, str);
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BLI_assert(gl_ok);
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(void) gl_ok;
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}
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}
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static void gpu_state_print_fl_ex(const char *name, GLenum type)
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{
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const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff};
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float value[32];
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int a;
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memset(value, 0xff, sizeof(value));
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glGetFloatv(type, value);
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if (glGetError() == GL_NO_ERROR) {
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printf("%s: ", name);
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for (a = 0; a < 32; a++) {
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if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) {
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break;
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}
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printf("%.2f ", value[a]);
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}
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printf("\n");
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}
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}
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#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val)
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void GPU_state_print(void)
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{
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GPU_ASSERT_NO_GL_ERRORS("GPU_state_print"); /* clear any errors */
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gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
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gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
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gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE);
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gpu_state_print_fl(GL_ACCUM_GREEN_BITS);
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gpu_state_print_fl(GL_ACCUM_RED_BITS);
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gpu_state_print_fl(GL_ACTIVE_TEXTURE);
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gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE);
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gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE);
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gpu_state_print_fl(GL_ALPHA_BIAS);
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gpu_state_print_fl(GL_ALPHA_BITS);
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gpu_state_print_fl(GL_ALPHA_SCALE);
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gpu_state_print_fl(GL_ALPHA_TEST);
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gpu_state_print_fl(GL_ALPHA_TEST_FUNC);
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gpu_state_print_fl(GL_ALPHA_TEST_REF);
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gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING);
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gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH);
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gpu_state_print_fl(GL_AUTO_NORMAL);
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gpu_state_print_fl(GL_AUX_BUFFERS);
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gpu_state_print_fl(GL_BLEND);
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gpu_state_print_fl(GL_BLEND_COLOR);
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gpu_state_print_fl(GL_BLEND_DST_ALPHA);
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gpu_state_print_fl(GL_BLEND_DST_RGB);
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gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA);
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gpu_state_print_fl(GL_BLEND_EQUATION_RGB);
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gpu_state_print_fl(GL_BLEND_SRC_ALPHA);
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gpu_state_print_fl(GL_BLEND_SRC_RGB);
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gpu_state_print_fl(GL_BLUE_BIAS);
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gpu_state_print_fl(GL_BLUE_BITS);
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gpu_state_print_fl(GL_BLUE_SCALE);
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gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE);
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gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH);
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gpu_state_print_fl(GL_CLIP_PLANE0);
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gpu_state_print_fl(GL_COLOR_ARRAY);
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gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING);
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gpu_state_print_fl(GL_COLOR_ARRAY_SIZE);
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gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE);
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gpu_state_print_fl(GL_COLOR_ARRAY_TYPE);
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gpu_state_print_fl(GL_COLOR_CLEAR_VALUE);
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gpu_state_print_fl(GL_COLOR_LOGIC_OP);
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gpu_state_print_fl(GL_COLOR_MATERIAL);
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gpu_state_print_fl(GL_COLOR_MATERIAL_FACE);
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gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER);
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gpu_state_print_fl(GL_COLOR_MATRIX);
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gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH);
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gpu_state_print_fl(GL_COLOR_SUM);
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gpu_state_print_fl(GL_COLOR_TABLE);
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gpu_state_print_fl(GL_COLOR_WRITEMASK);
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gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS);
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gpu_state_print_fl(GL_CONVOLUTION_1D);
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gpu_state_print_fl(GL_CONVOLUTION_2D);
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gpu_state_print_fl(GL_CULL_FACE);
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gpu_state_print_fl(GL_CULL_FACE_MODE);
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gpu_state_print_fl(GL_CURRENT_COLOR);
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gpu_state_print_fl(GL_CURRENT_FOG_COORD);
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gpu_state_print_fl(GL_CURRENT_INDEX);
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gpu_state_print_fl(GL_CURRENT_NORMAL);
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gpu_state_print_fl(GL_CURRENT_PROGRAM);
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gpu_state_print_fl(GL_CURRENT_RASTER_COLOR);
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gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE);
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gpu_state_print_fl(GL_CURRENT_RASTER_INDEX);
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gpu_state_print_fl(GL_CURRENT_RASTER_POSITION);
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gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID);
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gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR);
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gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS);
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gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR);
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gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS);
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gpu_state_print_fl(GL_DEPTH_BIAS);
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gpu_state_print_fl(GL_DEPTH_BITS);
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gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE);
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gpu_state_print_fl(GL_DEPTH_FUNC);
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gpu_state_print_fl(GL_DEPTH_RANGE);
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gpu_state_print_fl(GL_DEPTH_SCALE);
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gpu_state_print_fl(GL_DEPTH_TEST);
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gpu_state_print_fl(GL_DEPTH_WRITEMASK);
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gpu_state_print_fl(GL_DITHER);
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gpu_state_print_fl(GL_DOUBLEBUFFER);
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gpu_state_print_fl(GL_DRAW_BUFFER);
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gpu_state_print_fl(GL_DRAW_BUFFER0);
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gpu_state_print_fl(GL_EDGE_FLAG);
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gpu_state_print_fl(GL_EDGE_FLAG_ARRAY);
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gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
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gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE);
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gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING);
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gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE);
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gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE);
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gpu_state_print_fl(GL_FOG);
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gpu_state_print_fl(GL_FOG_COLOR);
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gpu_state_print_fl(GL_FOG_COORD_ARRAY);
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gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
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gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE);
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gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE);
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gpu_state_print_fl(GL_FOG_COORD_SRC);
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gpu_state_print_fl(GL_FOG_DENSITY);
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gpu_state_print_fl(GL_FOG_END);
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gpu_state_print_fl(GL_FOG_HINT);
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gpu_state_print_fl(GL_FOG_INDEX);
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gpu_state_print_fl(GL_FOG_MODE);
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gpu_state_print_fl(GL_FOG_START);
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gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB);
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gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
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gpu_state_print_fl(GL_FRONT_FACE);
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gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT);
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gpu_state_print_fl(GL_GREEN_BIAS);
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gpu_state_print_fl(GL_GREEN_BITS);
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gpu_state_print_fl(GL_GREEN_SCALE);
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gpu_state_print_fl(GL_HISTOGRAM);
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gpu_state_print_fl(GL_INDEX_ARRAY);
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gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING);
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gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE);
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gpu_state_print_fl(GL_INDEX_ARRAY_TYPE);
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gpu_state_print_fl(GL_INDEX_BITS);
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gpu_state_print_fl(GL_INDEX_CLEAR_VALUE);
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gpu_state_print_fl(GL_INDEX_LOGIC_OP);
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gpu_state_print_fl(GL_INDEX_MODE);
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gpu_state_print_fl(GL_INDEX_OFFSET);
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gpu_state_print_fl(GL_INDEX_SHIFT);
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gpu_state_print_fl(GL_INDEX_WRITEMASK);
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gpu_state_print_fl(GL_LIGHT0);
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gpu_state_print_fl(GL_LIGHT1);
|
|
gpu_state_print_fl(GL_LIGHT2);
|
|
gpu_state_print_fl(GL_LIGHT3);
|
|
gpu_state_print_fl(GL_LIGHT4);
|
|
gpu_state_print_fl(GL_LIGHT5);
|
|
gpu_state_print_fl(GL_LIGHT6);
|
|
gpu_state_print_fl(GL_LIGHT7);
|
|
gpu_state_print_fl(GL_LIGHTING);
|
|
gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT);
|
|
gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL);
|
|
gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER);
|
|
gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE);
|
|
gpu_state_print_fl(GL_LINE_SMOOTH);
|
|
gpu_state_print_fl(GL_LINE_SMOOTH_HINT);
|
|
gpu_state_print_fl(GL_LINE_STIPPLE);
|
|
gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN);
|
|
gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT);
|
|
gpu_state_print_fl(GL_LINE_WIDTH);
|
|
gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY);
|
|
gpu_state_print_fl(GL_LINE_WIDTH_RANGE);
|
|
gpu_state_print_fl(GL_LIST_BASE);
|
|
gpu_state_print_fl(GL_LIST_INDEX);
|
|
gpu_state_print_fl(GL_LIST_MODE);
|
|
gpu_state_print_fl(GL_LOGIC_OP);
|
|
gpu_state_print_fl(GL_LOGIC_OP_MODE);
|
|
gpu_state_print_fl(GL_MAP1_COLOR_4);
|
|
gpu_state_print_fl(GL_MAP1_GRID_DOMAIN);
|
|
gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS);
|
|
gpu_state_print_fl(GL_MAP1_INDEX);
|
|
gpu_state_print_fl(GL_MAP1_NORMAL);
|
|
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1);
|
|
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2);
|
|
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3);
|
|
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4);
|
|
gpu_state_print_fl(GL_MAP1_VERTEX_3);
|
|
gpu_state_print_fl(GL_MAP1_VERTEX_4);
|
|
gpu_state_print_fl(GL_MAP2_COLOR_4);
|
|
gpu_state_print_fl(GL_MAP2_GRID_DOMAIN);
|
|
gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS);
|
|
gpu_state_print_fl(GL_MAP2_INDEX);
|
|
gpu_state_print_fl(GL_MAP2_NORMAL);
|
|
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1);
|
|
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2);
|
|
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3);
|
|
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4);
|
|
gpu_state_print_fl(GL_MAP2_VERTEX_3);
|
|
gpu_state_print_fl(GL_MAP2_VERTEX_4);
|
|
gpu_state_print_fl(GL_MAP_COLOR);
|
|
gpu_state_print_fl(GL_MAP_STENCIL);
|
|
gpu_state_print_fl(GL_MATRIX_MODE);
|
|
gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE);
|
|
gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MAX_CLIP_PLANES);
|
|
gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
|
|
gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE);
|
|
gpu_state_print_fl(GL_MAX_DRAW_BUFFERS);
|
|
gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES);
|
|
gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES);
|
|
gpu_state_print_fl(GL_MAX_EVAL_ORDER);
|
|
gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
|
|
gpu_state_print_fl(GL_MAX_LIGHTS);
|
|
gpu_state_print_fl(GL_MAX_LIST_NESTING);
|
|
gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE);
|
|
gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MAX_TEXTURE_COORDS);
|
|
gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS);
|
|
gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS);
|
|
gpu_state_print_fl(GL_MAX_TEXTURE_SIZE);
|
|
gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MAX_TEXTURE_UNITS);
|
|
gpu_state_print_fl(GL_MAX_VARYING_FLOATS);
|
|
gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS);
|
|
gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
|
|
gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS);
|
|
gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS);
|
|
gpu_state_print_fl(GL_MINMAX);
|
|
gpu_state_print_fl(GL_MODELVIEW_MATRIX);
|
|
gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_MULTISAMPLE);
|
|
gpu_state_print_fl(GL_MULTISAMPLE_ARB);
|
|
gpu_state_print_fl(GL_NAME_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_NORMALIZE);
|
|
gpu_state_print_fl(GL_NORMAL_ARRAY);
|
|
gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING);
|
|
gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE);
|
|
gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE);
|
|
gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
|
|
gpu_state_print_fl(GL_PACK_ALIGNMENT);
|
|
gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT);
|
|
gpu_state_print_fl(GL_PACK_LSB_FIRST);
|
|
gpu_state_print_fl(GL_PACK_ROW_LENGTH);
|
|
gpu_state_print_fl(GL_PACK_SKIP_IMAGES);
|
|
gpu_state_print_fl(GL_PACK_SKIP_PIXELS);
|
|
gpu_state_print_fl(GL_PACK_SKIP_ROWS);
|
|
gpu_state_print_fl(GL_PACK_SWAP_BYTES);
|
|
gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE);
|
|
gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING);
|
|
gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING);
|
|
gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION);
|
|
gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE);
|
|
gpu_state_print_fl(GL_POINT_SIZE);
|
|
gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY);
|
|
gpu_state_print_fl(GL_POINT_SIZE_MAX);
|
|
gpu_state_print_fl(GL_POINT_SIZE_MIN);
|
|
gpu_state_print_fl(GL_POINT_SIZE_RANGE);
|
|
gpu_state_print_fl(GL_POINT_SMOOTH);
|
|
gpu_state_print_fl(GL_POINT_SMOOTH_HINT);
|
|
gpu_state_print_fl(GL_POINT_SPRITE);
|
|
gpu_state_print_fl(GL_POLYGON_MODE);
|
|
gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR);
|
|
gpu_state_print_fl(GL_POLYGON_OFFSET_FILL);
|
|
gpu_state_print_fl(GL_POLYGON_OFFSET_LINE);
|
|
gpu_state_print_fl(GL_POLYGON_OFFSET_POINT);
|
|
gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS);
|
|
gpu_state_print_fl(GL_POLYGON_SMOOTH);
|
|
gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT);
|
|
gpu_state_print_fl(GL_POLYGON_STIPPLE);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS);
|
|
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS);
|
|
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE);
|
|
gpu_state_print_fl(GL_PROJECTION_MATRIX);
|
|
gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_READ_BUFFER);
|
|
gpu_state_print_fl(GL_RED_BIAS);
|
|
gpu_state_print_fl(GL_RED_BITS);
|
|
gpu_state_print_fl(GL_RED_SCALE);
|
|
gpu_state_print_fl(GL_RENDER_MODE);
|
|
gpu_state_print_fl(GL_RESCALE_NORMAL);
|
|
gpu_state_print_fl(GL_RGBA_MODE);
|
|
gpu_state_print_fl(GL_SAMPLES);
|
|
gpu_state_print_fl(GL_SAMPLE_BUFFERS);
|
|
gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT);
|
|
gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE);
|
|
gpu_state_print_fl(GL_SCISSOR_BOX);
|
|
gpu_state_print_fl(GL_SCISSOR_TEST);
|
|
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY);
|
|
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
|
|
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE);
|
|
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE);
|
|
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE);
|
|
gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE);
|
|
gpu_state_print_fl(GL_SEPARABLE_2D);
|
|
gpu_state_print_fl(GL_SHADE_MODEL);
|
|
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY);
|
|
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE);
|
|
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY);
|
|
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE);
|
|
gpu_state_print_fl(GL_STENCIL_BACK_FAIL);
|
|
gpu_state_print_fl(GL_STENCIL_BACK_FUNC);
|
|
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL);
|
|
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS);
|
|
gpu_state_print_fl(GL_STENCIL_BACK_REF);
|
|
gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK);
|
|
gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK);
|
|
gpu_state_print_fl(GL_STENCIL_BITS);
|
|
gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE);
|
|
gpu_state_print_fl(GL_STENCIL_FAIL);
|
|
gpu_state_print_fl(GL_STENCIL_FUNC);
|
|
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL);
|
|
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS);
|
|
gpu_state_print_fl(GL_STENCIL_REF);
|
|
gpu_state_print_fl(GL_STENCIL_TEST);
|
|
gpu_state_print_fl(GL_STENCIL_VALUE_MASK);
|
|
gpu_state_print_fl(GL_STENCIL_WRITEMASK);
|
|
gpu_state_print_fl(GL_STEREO);
|
|
gpu_state_print_fl(GL_SUBPIXEL_BITS);
|
|
gpu_state_print_fl(GL_TEXTURE_1D);
|
|
gpu_state_print_fl(GL_TEXTURE_2D);
|
|
gpu_state_print_fl(GL_TEXTURE_3D);
|
|
gpu_state_print_fl(GL_TEXTURE_BINDING_1D);
|
|
gpu_state_print_fl(GL_TEXTURE_BINDING_2D);
|
|
gpu_state_print_fl(GL_TEXTURE_BINDING_3D);
|
|
gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP);
|
|
gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT);
|
|
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY);
|
|
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
|
|
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE);
|
|
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE);
|
|
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE);
|
|
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP);
|
|
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP_ARB);
|
|
gpu_state_print_fl(GL_TEXTURE_GEN_Q);
|
|
gpu_state_print_fl(GL_TEXTURE_GEN_R);
|
|
gpu_state_print_fl(GL_TEXTURE_GEN_S);
|
|
gpu_state_print_fl(GL_TEXTURE_GEN_T);
|
|
gpu_state_print_fl(GL_TEXTURE_MATRIX);
|
|
gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH);
|
|
gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX);
|
|
gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX);
|
|
gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX);
|
|
gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX);
|
|
gpu_state_print_fl(GL_UNPACK_ALIGNMENT);
|
|
gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT);
|
|
gpu_state_print_fl(GL_UNPACK_LSB_FIRST);
|
|
gpu_state_print_fl(GL_UNPACK_ROW_LENGTH);
|
|
gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES);
|
|
gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS);
|
|
gpu_state_print_fl(GL_UNPACK_SKIP_ROWS);
|
|
gpu_state_print_fl(GL_UNPACK_SWAP_BYTES);
|
|
gpu_state_print_fl(GL_VERTEX_ARRAY);
|
|
gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING);
|
|
gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE);
|
|
gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE);
|
|
gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE);
|
|
gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE);
|
|
gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE);
|
|
gpu_state_print_fl(GL_VIEWPORT);
|
|
gpu_state_print_fl(GL_ZOOM_X);
|
|
gpu_state_print_fl(GL_ZOOM_Y);
|
|
}
|
|
|
|
#undef gpu_state_print_fl
|