/******************************************************************************* * Copyright 2015 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics.profiling; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.profiling.GLProfiler; /** @author Daniel Holderbaum * @author Jan Polák */ public class GL20Profiler extends GLProfiler implements GL20 { public final GL20 gl20; protected GL20Profiler (GL20 gl20) { this.gl20 = gl20; } private void check () { int error = gl20.glGetError(); while (error != GL20.GL_NO_ERROR) { listener.onError(error); error = gl20.glGetError(); } } @Override public void glActiveTexture (int texture) { calls++; gl20.glActiveTexture(texture); check(); } @Override public void glBindTexture (int target, int texture) { textureBindings++; calls++; gl20.glBindTexture(target, texture); check(); } @Override public void glBlendFunc (int sfactor, int dfactor) { calls++; gl20.glBlendFunc(sfactor, dfactor); check(); } @Override public void glClear (int mask) { calls++; gl20.glClear(mask); check(); } @Override public void glClearColor (float red, float green, float blue, float alpha) { calls++; gl20.glClearColor(red, green, blue, alpha); check(); } @Override public void glClearDepthf (float depth) { calls++; gl20.glClearDepthf(depth); check(); } @Override public void glClearStencil (int s) { calls++; gl20.glClearStencil(s); check(); } @Override public void glColorMask (boolean red, boolean green, boolean blue, boolean alpha) { calls++; gl20.glColorMask(red, green, blue, alpha); check(); } @Override public void glCompressedTexImage2D (int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { calls++; gl20.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); check(); } @Override public void glCompressedTexSubImage2D (int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { calls++; gl20.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); check(); } @Override public void glCopyTexImage2D (int target, int level, int internalformat, int x, int y, int width, int height, int border) { calls++; gl20.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); check(); } @Override public void glCopyTexSubImage2D (int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { calls++; gl20.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); check(); } @Override public void glCullFace (int mode) { calls++; gl20.glCullFace(mode); check(); } @Override public void glDeleteTextures (int n, IntBuffer textures) { calls++; gl20.glDeleteTextures(n, textures); check(); } @Override public void glDeleteTexture (int texture) { calls++; gl20.glDeleteTexture(texture); check(); } @Override public void glDepthFunc (int func) { calls++; gl20.glDepthFunc(func); check(); } @Override public void glDepthMask (boolean flag) { calls++; gl20.glDepthMask(flag); check(); } @Override public void glDepthRangef (float zNear, float zFar) { calls++; gl20.glDepthRangef(zNear, zFar); check(); } @Override public void glDisable (int cap) { calls++; gl20.glDisable(cap); check(); } @Override public void glDrawArrays (int mode, int first, int count) { vertexCount.put(count); drawCalls++; calls++; gl20.glDrawArrays(mode, first, count); check(); } @Override public void glDrawElements (int mode, int count, int type, Buffer indices) { vertexCount.put(count); drawCalls++; calls++; gl20.glDrawElements(mode, count, type, indices); check(); } @Override public void glEnable (int cap) { calls++; gl20.glEnable(cap); check(); } @Override public void glFinish () { calls++; gl20.glFinish(); check(); } @Override public void glFlush () { calls++; gl20.glFlush(); check(); } @Override public void glFrontFace (int mode) { calls++; gl20.glFrontFace(mode); check(); } @Override public void glGenTextures (int n, IntBuffer textures) { calls++; gl20.glGenTextures(n, textures); check(); } @Override public int glGenTexture () { calls++; int result = gl20.glGenTexture(); check(); return result; } @Override public int glGetError () { calls++; //Errors by glGetError are undetectable return gl20.glGetError(); } @Override public void glGetIntegerv (int pname, IntBuffer params) { calls++; gl20.glGetIntegerv(pname, params); check(); } @Override public String glGetString (int name) { calls++; String result = gl20.glGetString(name); check(); return result; } @Override public void glHint (int target, int mode) { calls++; gl20.glHint(target, mode); check(); } @Override public void glLineWidth (float width) { calls++; gl20.glLineWidth(width); check(); } @Override public void glPixelStorei (int pname, int param) { calls++; gl20.glPixelStorei(pname, param); check(); } @Override public void glPolygonOffset (float factor, float units) { calls++; gl20.glPolygonOffset(factor, units); check(); } @Override public void glReadPixels (int x, int y, int width, int height, int format, int type, Buffer pixels) { calls++; gl20.glReadPixels(x, y, width, height, format, type, pixels); check(); } @Override public void glScissor (int x, int y, int width, int height) { calls++; gl20.glScissor(x, y, width, height); check(); } @Override public void glStencilFunc (int func, int ref, int mask) { calls++; gl20.glStencilFunc(func, ref, mask); check(); } @Override public void glStencilMask (int mask) { calls++; gl20.glStencilMask(mask); check(); } @Override public void glStencilOp (int fail, int zfail, int zpass) { calls++; gl20.glStencilOp(fail, zfail, zpass); check(); } @Override public void glTexImage2D (int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels) { calls++; gl20.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); check(); } @Override public void glTexParameterf (int target, int pname, float param) { calls++; gl20.glTexParameterf(target, pname, param); check(); } @Override public void glTexSubImage2D (int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Buffer pixels) { calls++; gl20.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); check(); } @Override public void glViewport (int x, int y, int width, int height) { calls++; gl20.glViewport(x, y, width, height); check(); } @Override public void glAttachShader (int program, int shader) { calls++; gl20.glAttachShader(program, shader); check(); } @Override public void glBindAttribLocation (int program, int index, String name) { calls++; gl20.glBindAttribLocation(program, index, name); check(); } @Override public void glBindBuffer (int target, int buffer) { calls++; gl20.glBindBuffer(target, buffer); check(); } @Override public void glBindFramebuffer (int target, int framebuffer) { calls++; gl20.glBindFramebuffer(target, framebuffer); check(); } @Override public void glBindRenderbuffer (int target, int renderbuffer) { calls++; gl20.glBindRenderbuffer(target, renderbuffer); check(); } @Override public void glBlendColor (float red, float green, float blue, float alpha) { calls++; gl20.glBlendColor(red, green, blue, alpha); check(); } @Override public void glBlendEquation (int mode) { calls++; gl20.glBlendEquation(mode); check(); } @Override public void glBlendEquationSeparate (int modeRGB, int modeAlpha) { calls++; gl20.glBlendEquationSeparate(modeRGB, modeAlpha); check(); } @Override public void glBlendFuncSeparate (int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { calls++; gl20.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); check(); } @Override public void glBufferData (int target, int size, Buffer data, int usage) { calls++; gl20.glBufferData(target, size, data, usage); check(); } @Override public void glBufferSubData (int target, int offset, int size, Buffer data) { calls++; gl20.glBufferSubData(target, offset, size, data); check(); } @Override public int glCheckFramebufferStatus (int target) { calls++; int result = gl20.glCheckFramebufferStatus(target); check(); return result; } @Override public void glCompileShader (int shader) { calls++; gl20.glCompileShader(shader); check(); } @Override public int glCreateProgram () { calls++; int result = gl20.glCreateProgram(); check(); return result; } @Override public int glCreateShader (int type) { calls++; int result = gl20.glCreateShader(type); check(); return result; } @Override public void glDeleteBuffer (int buffer) { calls++; gl20.glDeleteBuffer(buffer); check(); } @Override public void glDeleteBuffers (int n, IntBuffer buffers) { calls++; gl20.glDeleteBuffers(n, buffers); check(); } @Override public void glDeleteFramebuffer (int framebuffer) { calls++; gl20.glDeleteFramebuffer(framebuffer); check(); } @Override public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { calls++; gl20.glDeleteFramebuffers(n, framebuffers); check(); } @Override public void glDeleteProgram (int program) { calls++; gl20.glDeleteProgram(program); check(); } @Override public void glDeleteRenderbuffer (int renderbuffer) { calls++; gl20.glDeleteRenderbuffer(renderbuffer); check(); } @Override public void glDeleteRenderbuffers (int n, IntBuffer renderbuffers) { calls++; gl20.glDeleteRenderbuffers(n, renderbuffers); check(); } @Override public void glDeleteShader (int shader) { calls++; gl20.glDeleteShader(shader); check(); } @Override public void glDetachShader (int program, int shader) { calls++; gl20.glDetachShader(program, shader); check(); } @Override public void glDisableVertexAttribArray (int index) { calls++; gl20.glDisableVertexAttribArray(index); check(); } @Override public void glDrawElements (int mode, int count, int type, int indices) { vertexCount.put(count); drawCalls++; calls++; gl20.glDrawElements(mode, count, type, indices); check(); } @Override public void glEnableVertexAttribArray (int index) { calls++; gl20.glEnableVertexAttribArray(index); check(); } @Override public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { calls++; gl20.glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); check(); } @Override public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { calls++; gl20.glFramebufferTexture2D(target, attachment, textarget, texture, level); check(); } @Override public int glGenBuffer () { calls++; int result = gl20.glGenBuffer(); check(); return result; } @Override public void glGenBuffers (int n, IntBuffer buffers) { calls++; gl20.glGenBuffers(n, buffers); check(); } @Override public void glGenerateMipmap (int target) { calls++; gl20.glGenerateMipmap(target); check(); } @Override public int glGenFramebuffer () { calls++; int result = gl20.glGenFramebuffer(); check(); return result; } @Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { calls++; gl20.glGenFramebuffers(n, framebuffers); check(); } @Override public int glGenRenderbuffer () { calls++; int result = gl20.glGenRenderbuffer(); check(); return result; } @Override public void glGenRenderbuffers (int n, IntBuffer renderbuffers) { calls++; gl20.glGenRenderbuffers(n, renderbuffers); check(); } @Override public String glGetActiveAttrib (int program, int index, IntBuffer size, Buffer type) { calls++; String result = gl20.glGetActiveAttrib(program, index, size, type); check(); return result; } @Override public String glGetActiveUniform (int program, int index, IntBuffer size, Buffer type) { calls++; String result = gl20.glGetActiveUniform(program, index, size, type); check(); return result; } @Override public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { calls++; gl20.glGetAttachedShaders(program, maxcount, count, shaders); check(); } @Override public int glGetAttribLocation (int program, String name) { calls++; int result = gl20.glGetAttribLocation(program, name); check(); return result; } @Override public void glGetBooleanv (int pname, Buffer params) { calls++; gl20.glGetBooleanv(pname, params); check(); } @Override public void glGetBufferParameteriv (int target, int pname, IntBuffer params) { calls++; gl20.glGetBufferParameteriv(target, pname, params); check(); } @Override public void glGetFloatv (int pname, FloatBuffer params) { calls++; gl20.glGetFloatv(pname, params); check(); } @Override public void glGetFramebufferAttachmentParameteriv (int target, int attachment, int pname, IntBuffer params) { calls++; gl20.glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); check(); } @Override public void glGetProgramiv (int program, int pname, IntBuffer params) { calls++; gl20.glGetProgramiv(program, pname, params); check(); } @Override public String glGetProgramInfoLog (int program) { calls++; String result = gl20.glGetProgramInfoLog(program); check(); return result; } @Override public void glGetRenderbufferParameteriv (int target, int pname, IntBuffer params) { calls++; gl20.glGetRenderbufferParameteriv(target, pname, params); check(); } @Override public void glGetShaderiv (int shader, int pname, IntBuffer params) { calls++; gl20.glGetShaderiv(shader, pname, params); check(); } @Override public String glGetShaderInfoLog (int shader) { calls++; String result = gl20.glGetShaderInfoLog(shader); check(); return result; } @Override public void glGetShaderPrecisionFormat (int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) { calls++; gl20.glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); check(); } @Override public void glGetTexParameterfv (int target, int pname, FloatBuffer params) { calls++; gl20.glGetTexParameterfv(target, pname, params); check(); } @Override public void glGetTexParameteriv (int target, int pname, IntBuffer params) { calls++; gl20.glGetTexParameteriv(target, pname, params); check(); } @Override public void glGetUniformfv (int program, int location, FloatBuffer params) { calls++; gl20.glGetUniformfv(program, location, params); check(); } @Override public void glGetUniformiv (int program, int location, IntBuffer params) { calls++; gl20.glGetUniformiv(program, location, params); check(); } @Override public int glGetUniformLocation (int program, String name) { calls++; int result = gl20.glGetUniformLocation(program, name); check(); return result; } @Override public void glGetVertexAttribfv (int index, int pname, FloatBuffer params) { calls++; gl20.glGetVertexAttribfv(index, pname, params); check(); } @Override public void glGetVertexAttribiv (int index, int pname, IntBuffer params) { calls++; gl20.glGetVertexAttribiv(index, pname, params); check(); } @Override public void glGetVertexAttribPointerv (int index, int pname, Buffer pointer) { calls++; gl20.glGetVertexAttribPointerv(index, pname, pointer); check(); } @Override public boolean glIsBuffer (int buffer) { calls++; boolean result = gl20.glIsBuffer(buffer); check(); return result; } @Override public boolean glIsEnabled (int cap) { calls++; boolean result = gl20.glIsEnabled(cap); check(); return result; } @Override public boolean glIsFramebuffer (int framebuffer) { calls++; boolean result = gl20.glIsFramebuffer(framebuffer); check(); return result; } @Override public boolean glIsProgram (int program) { calls++; boolean result = gl20.glIsProgram(program); check(); return result; } @Override public boolean glIsRenderbuffer (int renderbuffer) { calls++; boolean result = gl20.glIsRenderbuffer(renderbuffer); check(); return result; } @Override public boolean glIsShader (int shader) { calls++; boolean result = gl20.glIsShader(shader); check(); return result; } @Override public boolean glIsTexture (int texture) { calls++; boolean result = gl20.glIsTexture(texture); check(); return result; } @Override public void glLinkProgram (int program) { calls++; gl20.glLinkProgram(program); check(); } @Override public void glReleaseShaderCompiler () { calls++; gl20.glReleaseShaderCompiler(); check(); } @Override public void glRenderbufferStorage (int target, int internalformat, int width, int height) { calls++; gl20.glRenderbufferStorage(target, internalformat, width, height); check(); } @Override public void glSampleCoverage (float value, boolean invert) { calls++; gl20.glSampleCoverage(value, invert); check(); } @Override public void glShaderBinary (int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) { calls++; gl20.glShaderBinary(n, shaders, binaryformat, binary, length); check(); } @Override public void glShaderSource (int shader, String string) { calls++; gl20.glShaderSource(shader, string); check(); } @Override public void glStencilFuncSeparate (int face, int func, int ref, int mask) { calls++; gl20.glStencilFuncSeparate(face, func, ref, mask); check(); } @Override public void glStencilMaskSeparate (int face, int mask) { calls++; gl20.glStencilMaskSeparate(face, mask); check(); } @Override public void glStencilOpSeparate (int face, int fail, int zfail, int zpass) { calls++; gl20.glStencilOpSeparate(face, fail, zfail, zpass); check(); } @Override public void glTexParameterfv (int target, int pname, FloatBuffer params) { calls++; gl20.glTexParameterfv(target, pname, params); check(); } @Override public void glTexParameteri (int target, int pname, int param) { calls++; gl20.glTexParameteri(target, pname, param); check(); } @Override public void glTexParameteriv (int target, int pname, IntBuffer params) { calls++; gl20.glTexParameteriv(target, pname, params); check(); } @Override public void glUniform1f (int location, float x) { calls++; gl20.glUniform1f(location, x); check(); } @Override public void glUniform1fv (int location, int count, FloatBuffer v) { calls++; gl20.glUniform1fv(location, count, v); check(); } @Override public void glUniform1fv (int location, int count, float[] v, int offset) { calls++; gl20.glUniform1fv(location, count, v, offset); check(); } @Override public void glUniform1i (int location, int x) { calls++; gl20.glUniform1i(location, x); check(); } @Override public void glUniform1iv (int location, int count, IntBuffer v) { calls++; gl20.glUniform1iv(location, count, v); check(); } @Override public void glUniform1iv (int location, int count, int[] v, int offset) { calls++; gl20.glUniform1iv(location, count, v, offset); check(); } @Override public void glUniform2f (int location, float x, float y) { calls++; gl20.glUniform2f(location, x, y); check(); } @Override public void glUniform2fv (int location, int count, FloatBuffer v) { calls++; gl20.glUniform2fv(location, count, v); check(); } @Override public void glUniform2fv (int location, int count, float[] v, int offset) { calls++; gl20.glUniform2fv(location, count, v, offset); check(); } @Override public void glUniform2i (int location, int x, int y) { calls++; gl20.glUniform2i(location, x, y); check(); } @Override public void glUniform2iv (int location, int count, IntBuffer v) { calls++; gl20.glUniform2iv(location, count, v); check(); } @Override public void glUniform2iv (int location, int count, int[] v, int offset) { calls++; gl20.glUniform2iv(location, count, v, offset); check(); } @Override public void glUniform3f (int location, float x, float y, float z) { calls++; gl20.glUniform3f(location, x, y, z); check(); } @Override public void glUniform3fv (int location, int count, FloatBuffer v) { calls++; gl20.glUniform3fv(location, count, v); check(); } @Override public void glUniform3fv (int location, int count, float[] v, int offset) { calls++; gl20.glUniform3fv(location, count, v, offset); check(); } @Override public void glUniform3i (int location, int x, int y, int z) { calls++; gl20.glUniform3i(location, x, y, z); check(); } @Override public void glUniform3iv (int location, int count, IntBuffer v) { calls++; gl20.glUniform3iv(location, count, v); check(); } @Override public void glUniform3iv (int location, int count, int[] v, int offset) { calls++; gl20.glUniform3iv(location, count, v, offset); check(); } @Override public void glUniform4f (int location, float x, float y, float z, float w) { calls++; gl20.glUniform4f(location, x, y, z, w); check(); } @Override public void glUniform4fv (int location, int count, FloatBuffer v) { calls++; gl20.glUniform4fv(location, count, v); check(); } @Override public void glUniform4fv (int location, int count, float[] v, int offset) { calls++; gl20.glUniform4fv(location, count, v, offset); check(); } @Override public void glUniform4i (int location, int x, int y, int z, int w) { calls++; gl20.glUniform4i(location, x, y, z, w); check(); } @Override public void glUniform4iv (int location, int count, IntBuffer v) { calls++; gl20.glUniform4iv(location, count, v); check(); } @Override public void glUniform4iv (int location, int count, int[] v, int offset) { calls++; gl20.glUniform4iv(location, count, v, offset); check(); } @Override public void glUniformMatrix2fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl20.glUniformMatrix2fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix2fv (int location, int count, boolean transpose, float[] value, int offset) { calls++; gl20.glUniformMatrix2fv(location, count, transpose, value, offset); check(); } @Override public void glUniformMatrix3fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl20.glUniformMatrix3fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix3fv (int location, int count, boolean transpose, float[] value, int offset) { calls++; gl20.glUniformMatrix3fv(location, count, transpose, value, offset); check(); } @Override public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl20.glUniformMatrix4fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { calls++; gl20.glUniformMatrix4fv(location, count, transpose, value, offset); check(); } @Override public void glUseProgram (int program) { shaderSwitches++; calls++; gl20.glUseProgram(program); check(); } @Override public void glValidateProgram (int program) { calls++; gl20.glValidateProgram(program); check(); } @Override public void glVertexAttrib1f (int indx, float x) { calls++; gl20.glVertexAttrib1f(indx, x); check(); } @Override public void glVertexAttrib1fv (int indx, FloatBuffer values) { calls++; gl20.glVertexAttrib1fv(indx, values); check(); } @Override public void glVertexAttrib2f (int indx, float x, float y) { calls++; gl20.glVertexAttrib2f(indx, x, y); check(); } @Override public void glVertexAttrib2fv (int indx, FloatBuffer values) { calls++; gl20.glVertexAttrib2fv(indx, values); check(); } @Override public void glVertexAttrib3f (int indx, float x, float y, float z) { calls++; gl20.glVertexAttrib3f(indx, x, y, z); check(); } @Override public void glVertexAttrib3fv (int indx, FloatBuffer values) { calls++; gl20.glVertexAttrib3fv(indx, values); check(); } @Override public void glVertexAttrib4f (int indx, float x, float y, float z, float w) { calls++; gl20.glVertexAttrib4f(indx, x, y, z, w); check(); } @Override public void glVertexAttrib4fv (int indx, FloatBuffer values) { calls++; gl20.glVertexAttrib4fv(indx, values); check(); } @Override public void glVertexAttribPointer (int indx, int size, int type, boolean normalized, int stride, Buffer ptr) { calls++; gl20.glVertexAttribPointer(indx, size, type, normalized, stride, ptr); check(); } @Override public void glVertexAttribPointer (int indx, int size, int type, boolean normalized, int stride, int ptr) { calls++; gl20.glVertexAttribPointer(indx, size, type, normalized, stride, ptr); check(); } }