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391 lines
18 KiB
C++
391 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// glentrypoints.h
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//
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//===============================================================================
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#ifndef GLENTRYPOINTS_H
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#define GLENTRYPOINTS_H
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#pragma once
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#ifdef DX_TO_GL_ABSTRACTION
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#include "tier0/platform.h"
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#include "tier0/vprof_telemetry.h"
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#include "interface.h"
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#include "togles/rendermechanism.h"
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#ifdef LINUX
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#include <sys/time.h>
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#endif
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void *VoidFnPtrLookup_GlMgr(const char *fn, bool &okay, const bool bRequired, void *fallback=NULL);
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/*
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#define GL_USE_EXECUTE_HELPER_FOR_ALL_API_CALLS 1
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#define GL_TRACK_API_TIME 1
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#define GL_DUMP_ALL_API_CALLS 1
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*/
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#if GL_USE_EXECUTE_HELPER_FOR_ALL_API_CALLS
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class CGLExecuteHelperBase
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{
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public:
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inline void StartCall(const char *pName);
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inline void StopCall(const char *pName);
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#if GL_TRACK_API_TIME
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uint64 m_nStartTime;
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#endif
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};
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template < class FunctionType, typename Result >
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class CGLExecuteHelper : public CGLExecuteHelperBase
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{
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public:
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inline CGLExecuteHelper(FunctionType pFn, const char *pName ) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(); StopCall(pName); }
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template<typename A> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a); StopCall(pName); }
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template<typename A, typename B> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b); StopCall(pName); }
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template<typename A, typename B, typename C> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c); StopCall(pName); }
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template<typename A, typename B, typename C, typename D> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c, d); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c, d, e); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c, d, e, f); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c, d, e, f, g); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g, H h) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c, d, e, f, g, h); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g, H h, I i) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c, d, e, f, g, h, i); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I, typename J> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g, H h, I i, J j) : m_pFn( pFn ) { StartCall(pName); m_Result = (*m_pFn)(a, b, c, d, e, f, g, h, i, j); StopCall(pName); }
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inline operator Result() const { return m_Result; }
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inline operator char*() const { return (char*)m_Result; }
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FunctionType m_pFn;
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Result m_Result;
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};
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template < class FunctionType>
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class CGLExecuteHelper<FunctionType, void> : public CGLExecuteHelperBase
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{
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public:
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inline CGLExecuteHelper(FunctionType pFn, const char *pName ) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(); StopCall(pName); }
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template<typename A> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a); StopCall(pName); }
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template<typename A, typename B> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b); StopCall(pName); }
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template<typename A, typename B, typename C> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c); StopCall(pName); }
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template<typename A, typename B, typename C, typename D> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c, d); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c, d, e); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c, d, e, f); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c, d, e, f, g); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g, H h) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c, d, e, f, g, h); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g, H h, I i) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c, d, e, f, g, h, i); StopCall(pName); }
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template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I, typename J> inline CGLExecuteHelper(FunctionType pFn, const char *pName, A a, B b, C c, D d, E e, F f, G g, H h, I i, J j) : m_pFn( pFn ) { StartCall(pName); (*m_pFn)(a, b, c, d, e, f, g, h, i, j); StopCall(pName); }
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FunctionType m_pFn;
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};
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#endif
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template < class FunctionType, typename Result >
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class CDynamicFunctionOpenGLBase
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{
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public:
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// Construct with a NULL function pointer. You must manually call
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// Lookup() before you can call a dynamic function through this interface.
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CDynamicFunctionOpenGLBase() : m_pFn(NULL) {}
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// Construct and do a lookup right away. You will need to make sure that
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// the lookup actually succeeded, as the gl library might have failed to load
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// or (fn) might not exist in it.
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CDynamicFunctionOpenGLBase(const char *fn, FunctionType fallback=NULL) : m_pFn(NULL)
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{
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Lookup(fn, fallback);
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}
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// Construct and do a lookup right away. See comments in Lookup() about what (okay) does.
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CDynamicFunctionOpenGLBase(const char *fn, bool &okay, FunctionType fallback=NULL) : m_pFn(NULL)
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{
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Lookup(fn, okay, fallback);
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}
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// Load library if necessary, look up symbol. Returns true and sets
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// m_pFn on successful lookup, returns false otherwise. If the
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// function pointer is already looked up, this return true immediately.
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// Use Reset() first if you want to look up the symbol again.
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// This function will return false immediately unless (okay) is true.
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// This allows you to chain lookups like this:
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// bool okay = true;
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// x.Lookup(lib, "x", okay);
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// y.Lookup(lib, "y", okay);
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// z.Lookup(lib, "z", okay);
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// if (okay) { printf("All functions were loaded successfully!\n"); }
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// If you supply a fallback, it'll be used if the lookup fails (and if
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// non-NULL, means this will always return (okay)).
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bool Lookup(const char *fn, bool &okay, FunctionType fallback=NULL)
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{
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if (!okay)
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return false;
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else if (this->m_pFn == NULL)
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{
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this->m_pFn = (FunctionType) VoidFnPtrLookup_GlMgr(fn, okay, false, (void *) fallback);
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this->SetFuncName( fn );
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}
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okay = m_pFn != NULL;
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return okay;
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}
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// Load library if necessary, look up symbol. Returns true and sets
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// m_pFn on successful lookup, returns false otherwise. If the
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// function pointer is already looked up, this return true immediately.
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// Use Reset() first if you want to look up the symbol again.
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// This function will return false immediately unless (okay) is true.
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// If you supply a fallback, it'll be used if the lookup fails (and if
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// non-NULL, means this will always return true).
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bool Lookup(const char *fn, FunctionType fallback=NULL)
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{
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bool okay = true;
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return Lookup(fn, okay, fallback);
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}
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// Invalidates the current lookup. Makes the function pointer NULL. You
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// will need to call Lookup() before you can call a dynamic function
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// through this interface again.
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void Reset() { m_pFn = NULL; }
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// Force this to be a specific function pointer.
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void Force(FunctionType ptr) { m_pFn = ptr; }
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// Retrieve the actual function pointer.
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FunctionType Pointer() const { return m_pFn; }
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#if GL_USE_EXECUTE_HELPER_FOR_ALL_API_CALLS
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#if GL_TELEMETRY_ZONES || GL_DUMP_ALL_API_CALLS
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#define GL_FUNC_NAME m_szName
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#else
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#define GL_FUNC_NAME ""
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#endif
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inline CGLExecuteHelper<FunctionType, Result> operator() () const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME ); }
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template<typename T>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a); }
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template<typename T, typename U>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b); }
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template<typename T, typename U, typename V>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c ) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c); }
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template<typename T, typename U, typename V, typename W>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c, W d) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c, d); }
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template<typename T, typename U, typename V, typename W, typename X>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c, W d, X e) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c, d, e); }
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template<typename T, typename U, typename V, typename W, typename X, typename Y>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c, W d, X e, Y f) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c, d, e, f); }
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template<typename T, typename U, typename V, typename W, typename X, typename Y, typename Z>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c, W d, X e, Y f, Z g) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c, d, e, f, g); }
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template<typename T, typename U, typename V, typename W, typename X, typename Y, typename Z, typename A>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c, W d, X e, Y f, Z g, A h) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c, d, e, f, g, h); }
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template<typename T, typename U, typename V, typename W, typename X, typename Y, typename Z, typename A, typename B>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c, W d, X e, Y f, Z g, A h, B i) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c, d, e, f, g, h, i); }
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template<typename T, typename U, typename V, typename W, typename X, typename Y, typename Z, typename A, typename B, typename C>
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inline CGLExecuteHelper<FunctionType, Result> operator() (T a, U b, V c, W d, X e, Y f, Z g, A h, B i, C j) const { return CGLExecuteHelper<FunctionType, Result>(m_pFn, GL_FUNC_NAME, a, b, c, d, e, f, g, h, i, j); }
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#else
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operator FunctionType() const { return m_pFn; }
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#endif
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// Can be used to verify that we have an actual function looked up and
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// ready to call: if (!MyDynFunc) { printf("Function not found!\n"); }
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operator bool () const { return m_pFn != NULL; }
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bool operator !() const { return m_pFn == NULL; }
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protected:
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FunctionType m_pFn;
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#if GL_TELEMETRY_ZONES || GL_DUMP_ALL_API_CALLS
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char m_szName[32];
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inline void SetFuncName(const char *pFn) { V_strncpy( m_szName, pFn, sizeof( m_szName ) ); }
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#else
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inline void SetFuncName(const char *pFn) { (void)pFn; }
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#endif
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};
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// This works a lot like CDynamicFunctionMustInit, but we use SDL_GL_GetProcAddress().
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template < const bool bRequired, class FunctionType, typename Result >
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class CDynamicFunctionOpenGL : public CDynamicFunctionOpenGLBase< FunctionType, Result >
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{
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private: // forbid default constructor.
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CDynamicFunctionOpenGL() {}
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public:
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CDynamicFunctionOpenGL(const char *fn, FunctionType fallback=NULL)
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{
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bool okay = true;
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Lookup(fn, okay, fallback);
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this->SetFuncName( fn );
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}
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CDynamicFunctionOpenGL(const char *fn, bool &okay, FunctionType fallback=NULL)
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{
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Lookup(fn, okay, fallback);
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this->SetFuncName( fn );
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}
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// Please note this is not virtual.
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// !!! FIXME: we might want to fall back and try "EXT" or "ARB" versions in some case.
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bool Lookup(const char *fn, bool &okay, FunctionType fallback=NULL)
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{
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if (this->m_pFn == NULL)
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{
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this->m_pFn = (FunctionType) VoidFnPtrLookup_GlMgr(fn, okay, bRequired, (void *) fallback);
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this->SetFuncName( fn );
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}
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return okay;
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}
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};
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enum GLDriverStrings_t
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{
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cGLVendorString,
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cGLRendererString,
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cGLVersionString,
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cGLExtensionsString,
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cGLTotalDriverStrings
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};
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enum GLDriverProvider_t
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{
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cGLDriverProviderUnknown,
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cGLDriverProviderNVIDIA,
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cGLDriverProviderAMD,
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cGLDriverProviderIntel,
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cGLDriverProviderIntelOpenSource,
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cGLDriverProviderApple,
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cGLTotalDriverProviders
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};
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// This provides all the entry points for a given OpenGL context.
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// ENTRY POINTS ARE ONLY VALID FOR THE CONTEXT THAT WAS CURRENT WHEN
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// YOU LOOKED THEM UP. 99% of the time, this is not a problem, but
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// that 1% is really hard to track down. Always access the GL
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// through this class!
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class COpenGLEntryPoints
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{
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COpenGLEntryPoints( const COpenGLEntryPoints & );
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COpenGLEntryPoints &operator= ( const COpenGLEntryPoints & );
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public:
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// The GL context you are looking up entry points for must be current when you construct this object!
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COpenGLEntryPoints();
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~COpenGLEntryPoints();
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void ClearEntryPoints();
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uint64 m_nTotalGLCycles, m_nTotalGLCalls;
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int m_nOpenGLVersionMajor; // if GL_VERSION is 2.1.0, this will be set to 2.
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int m_nOpenGLVersionMinor; // if GL_VERSION is 2.1.0, this will be set to 1.
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int m_nOpenGLVersionPatch; // if GL_VERSION is 2.1.0, this will be set to 0.
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bool m_bHave_OpenGL;
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char *m_pGLDriverStrings[cGLTotalDriverStrings];
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GLDriverProvider_t m_nDriverProvider;
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#ifdef OSX
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#define GL_EXT(x,glmajor,glminor) bool m_bHave_##x;
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#define GL_FUNC(ext,req,ret,fn,arg,call) CDynamicFunctionOpenGL< req, ret (*) arg, ret > fn;
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#define GL_FUNC_VOID(ext,req,fn,arg,call) CDynamicFunctionOpenGL< req, void (*) arg, void > fn;
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#else
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#define _APIENTRY __attribute__((pcs("aapcs"))) APIENTRY
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#define GL_EXT(x,glmajor,glminor) bool m_bHave_##x;
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#define GL_FUNC(ext,req,ret,fn,arg,call) CDynamicFunctionOpenGL< req, ret (_APIENTRY *) arg, ret > fn;
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#define GL_FUNC_VOID(ext,req,fn,arg,call) CDynamicFunctionOpenGL< req, void (_APIENTRY *) arg, void > fn;
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#endif
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#include "togles/glfuncs.inl"
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#undef GL_FUNC_VOID
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#undef GL_FUNC
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#undef GL_EXT
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bool HasSwapTearExtension() const
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{
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#ifdef _WIN32
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return m_bHave_WGL_EXT_swap_control_tear;
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#else
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return m_bHave_GLX_EXT_swap_control_tear;
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#endif
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}
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};
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// This will be set to the current OpenGL context's entry points.
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extern COpenGLEntryPoints *gGL;
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typedef void * (*GL_GetProcAddressCallbackFunc_t)(const char *, bool &, const bool, void *);
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#ifdef TOGL_DLL_EXPORT
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DLL_EXPORT COpenGLEntryPoints *ToGLConnectLibraries( CreateInterfaceFn factory );
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DLL_EXPORT void ToGLDisconnectLibraries();
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DLL_EXPORT COpenGLEntryPoints *GetOpenGLEntryPoints(GL_GetProcAddressCallbackFunc_t callback);
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DLL_EXPORT void ClearOpenGLEntryPoints();
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#else
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DLL_IMPORT COpenGLEntryPoints *ToGLConnectLibraries( CreateInterfaceFn factory );
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DLL_IMPORT void ToGLDisconnectLibraries();
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DLL_IMPORT COpenGLEntryPoints *GetOpenGLEntryPoints(GL_GetProcAddressCallbackFunc_t callback);
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DLL_IMPORT void ClearOpenGLEntryPoints();
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#endif
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inline uint64 get_nsecs()
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{
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struct timespec time={0,0};
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clock_gettime(CLOCK_MONOTONIC, &time);
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return time.tv_nsec;
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}
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#if GL_USE_EXECUTE_HELPER_FOR_ALL_API_CALLS
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inline void CGLExecuteHelperBase::StartCall(const char *pName)
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{
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(void)pName;
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m_nStartTime = get_nsecs();
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}
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inline void CGLExecuteHelperBase::StopCall(const char *pName)
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{
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if( gGL )
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{
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uint64 time = get_nsecs() - m_nStartTime;
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printf("Function %s finished in %llu\n", pName, time);
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if( strcmp(pName, "glBufferSubData") == 0 && time > 1000000 )
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DebuggerBreak();
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}
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}
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#endif
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#endif // DX_TO_GL_ABSTRACTION
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#endif // GLENTRYPOINTS_H
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