/******************************************************************************* * 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 java.nio.LongBuffer; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.GL30; /** @author Daniel Holderbaum * @author Jan Polák */ public class GL30Profiler extends GLProfiler implements GL30 { public final GL30 gl30; protected GL30Profiler (GL30 gl30) { this.gl30 = gl30; } private void check () { int error = gl30.glGetError(); while (error != GL20.GL_NO_ERROR) { listener.onError(error); error = gl30.glGetError(); } } @Override public void glActiveTexture (int texture) { calls++; gl30.glActiveTexture(texture); check(); } @Override public void glBindTexture (int target, int texture) { textureBindings++; calls++; gl30.glBindTexture(target, texture); check(); } @Override public void glBlendFunc (int sfactor, int dfactor) { calls++; gl30.glBlendFunc(sfactor, dfactor); check(); } @Override public void glClear (int mask) { calls++; gl30.glClear(mask); check(); } @Override public void glClearColor (float red, float green, float blue, float alpha) { calls++; gl30.glClearColor(red, green, blue, alpha); check(); } @Override public void glClearDepthf (float depth) { calls++; gl30.glClearDepthf(depth); check(); } @Override public void glClearStencil (int s) { calls++; gl30.glClearStencil(s); check(); } @Override public void glColorMask (boolean red, boolean green, boolean blue, boolean alpha) { calls++; gl30.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++; gl30.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++; gl30.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++; gl30.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++; gl30.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); check(); } @Override public void glCullFace (int mode) { calls++; gl30.glCullFace(mode); check(); } @Override public void glDeleteTextures (int n, IntBuffer textures) { calls++; gl30.glDeleteTextures(n, textures); check(); } @Override public void glDeleteTexture (int texture) { calls++; gl30.glDeleteTexture(texture); check(); } @Override public void glDepthFunc (int func) { calls++; gl30.glDepthFunc(func); check(); } @Override public void glDepthMask (boolean flag) { calls++; gl30.glDepthMask(flag); check(); } @Override public void glDepthRangef (float zNear, float zFar) { calls++; gl30.glDepthRangef(zNear, zFar); check(); } @Override public void glDisable (int cap) { calls++; gl30.glDisable(cap); check(); } @Override public void glDrawArrays (int mode, int first, int count) { vertexCount.put(count); drawCalls++; calls++; gl30.glDrawArrays(mode, first, count); check(); } @Override public void glDrawElements (int mode, int count, int type, Buffer indices) { vertexCount.put(count); drawCalls++; calls++; gl30.glDrawElements(mode, count, type, indices); check(); } @Override public void glEnable (int cap) { calls++; gl30.glEnable(cap); check(); } @Override public void glFinish () { calls++; gl30.glFinish(); check(); } @Override public void glFlush () { calls++; gl30.glFlush(); check(); } @Override public void glFrontFace (int mode) { calls++; gl30.glFrontFace(mode); check(); } @Override public void glGenTextures (int n, IntBuffer textures) { calls++; gl30.glGenTextures(n, textures); check(); } @Override public int glGenTexture () { calls++; int result = gl30.glGenTexture(); check(); return result; } @Override public int glGetError () { calls++; //Errors by glGetError are undetectable return gl30.glGetError(); } @Override public void glGetIntegerv (int pname, IntBuffer params) { calls++; gl30.glGetIntegerv(pname, params); check(); } @Override public String glGetString (int name) { calls++; String result = gl30.glGetString(name); check(); return result; } @Override public void glHint (int target, int mode) { calls++; gl30.glHint(target, mode); check(); } @Override public void glLineWidth (float width) { calls++; gl30.glLineWidth(width); check(); } @Override public void glPixelStorei (int pname, int param) { calls++; gl30.glPixelStorei(pname, param); check(); } @Override public void glPolygonOffset (float factor, float units) { calls++; gl30.glPolygonOffset(factor, units); check(); } @Override public void glReadPixels (int x, int y, int width, int height, int format, int type, Buffer pixels) { calls++; gl30.glReadPixels(x, y, width, height, format, type, pixels); check(); } @Override public void glScissor (int x, int y, int width, int height) { calls++; gl30.glScissor(x, y, width, height); check(); } @Override public void glStencilFunc (int func, int ref, int mask) { calls++; gl30.glStencilFunc(func, ref, mask); check(); } @Override public void glStencilMask (int mask) { calls++; gl30.glStencilMask(mask); check(); } @Override public void glStencilOp (int fail, int zfail, int zpass) { calls++; gl30.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++; gl30.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); check(); } @Override public void glTexParameterf (int target, int pname, float param) { calls++; gl30.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++; gl30.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); check(); } @Override public void glViewport (int x, int y, int width, int height) { calls++; gl30.glViewport(x, y, width, height); check(); } @Override public void glAttachShader (int program, int shader) { calls++; gl30.glAttachShader(program, shader); check(); } @Override public void glBindAttribLocation (int program, int index, String name) { calls++; gl30.glBindAttribLocation(program, index, name); check(); } @Override public void glBindBuffer (int target, int buffer) { calls++; gl30.glBindBuffer(target, buffer); check(); } @Override public void glBindFramebuffer (int target, int framebuffer) { calls++; gl30.glBindFramebuffer(target, framebuffer); check(); } @Override public void glBindRenderbuffer (int target, int renderbuffer) { calls++; gl30.glBindRenderbuffer(target, renderbuffer); check(); } @Override public void glBlendColor (float red, float green, float blue, float alpha) { calls++; gl30.glBlendColor(red, green, blue, alpha); check(); } @Override public void glBlendEquation (int mode) { calls++; gl30.glBlendEquation(mode); check(); } @Override public void glBlendEquationSeparate (int modeRGB, int modeAlpha) { calls++; gl30.glBlendEquationSeparate(modeRGB, modeAlpha); check(); } @Override public void glBlendFuncSeparate (int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) { calls++; gl30.glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); check(); } @Override public void glBufferData (int target, int size, Buffer data, int usage) { calls++; gl30.glBufferData(target, size, data, usage); check(); } @Override public void glBufferSubData (int target, int offset, int size, Buffer data) { calls++; gl30.glBufferSubData(target, offset, size, data); check(); } @Override public int glCheckFramebufferStatus (int target) { calls++; int result = gl30.glCheckFramebufferStatus(target); check(); return result; } @Override public void glCompileShader (int shader) { calls++; gl30.glCompileShader(shader); check(); } @Override public int glCreateProgram () { calls++; int result = gl30.glCreateProgram(); check(); return result; } @Override public int glCreateShader (int type) { calls++; int result = gl30.glCreateShader(type); check(); return result; } @Override public void glDeleteBuffer (int buffer) { calls++; gl30.glDeleteBuffer(buffer); check(); } @Override public void glDeleteBuffers (int n, IntBuffer buffers) { calls++; gl30.glDeleteBuffers(n, buffers); check(); } @Override public void glDeleteFramebuffer (int framebuffer) { calls++; gl30.glDeleteFramebuffer(framebuffer); check(); } @Override public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { calls++; gl30.glDeleteFramebuffers(n, framebuffers); check(); } @Override public void glDeleteProgram (int program) { calls++; gl30.glDeleteProgram(program); check(); } @Override public void glDeleteRenderbuffer (int renderbuffer) { calls++; gl30.glDeleteRenderbuffer(renderbuffer); check(); } @Override public void glDeleteRenderbuffers (int n, IntBuffer renderbuffers) { calls++; gl30.glDeleteRenderbuffers(n, renderbuffers); check(); } @Override public void glDeleteShader (int shader) { calls++; gl30.glDeleteShader(shader); check(); } @Override public void glDetachShader (int program, int shader) { calls++; gl30.glDetachShader(program, shader); check(); } @Override public void glDisableVertexAttribArray (int index) { calls++; gl30.glDisableVertexAttribArray(index); check(); } @Override public void glDrawElements (int mode, int count, int type, int indices) { vertexCount.put(count); drawCalls++; calls++; gl30.glDrawElements(mode, count, type, indices); check(); } @Override public void glEnableVertexAttribArray (int index) { calls++; gl30.glEnableVertexAttribArray(index); check(); } @Override public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { calls++; gl30.glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); check(); } @Override public void glFramebufferTexture2D (int target, int attachment, int textarget, int texture, int level) { calls++; gl30.glFramebufferTexture2D(target, attachment, textarget, texture, level); check(); } @Override public int glGenBuffer () { calls++; int result = gl30.glGenBuffer(); check(); return result; } @Override public void glGenBuffers (int n, IntBuffer buffers) { calls++; gl30.glGenBuffers(n, buffers); check(); } @Override public void glGenerateMipmap (int target) { calls++; gl30.glGenerateMipmap(target); check(); } @Override public int glGenFramebuffer () { calls++; int result = gl30.glGenFramebuffer(); check(); return result; } @Override public void glGenFramebuffers (int n, IntBuffer framebuffers) { calls++; gl30.glGenFramebuffers(n, framebuffers); check(); } @Override public int glGenRenderbuffer () { calls++; int result = gl30.glGenRenderbuffer(); check(); return result; } @Override public void glGenRenderbuffers (int n, IntBuffer renderbuffers) { calls++; gl30.glGenRenderbuffers(n, renderbuffers); check(); } @Override public String glGetActiveAttrib (int program, int index, IntBuffer size, Buffer type) { calls++; String result = gl30.glGetActiveAttrib(program, index, size, type); check(); return result; } @Override public String glGetActiveUniform (int program, int index, IntBuffer size, Buffer type) { calls++; String result = gl30.glGetActiveUniform(program, index, size, type); check(); return result; } @Override public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { calls++; gl30.glGetAttachedShaders(program, maxcount, count, shaders); check(); } @Override public int glGetAttribLocation (int program, String name) { calls++; int result = gl30.glGetAttribLocation(program, name); check(); return result; } @Override public void glGetBooleanv (int pname, Buffer params) { calls++; gl30.glGetBooleanv(pname, params); check(); } @Override public void glGetBufferParameteriv (int target, int pname, IntBuffer params) { calls++; gl30.glGetBufferParameteriv(target, pname, params); check(); } @Override public void glGetFloatv (int pname, FloatBuffer params) { calls++; gl30.glGetFloatv(pname, params); check(); } @Override public void glGetFramebufferAttachmentParameteriv (int target, int attachment, int pname, IntBuffer params) { calls++; gl30.glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); check(); } @Override public void glGetProgramiv (int program, int pname, IntBuffer params) { calls++; gl30.glGetProgramiv(program, pname, params); check(); } @Override public String glGetProgramInfoLog (int program) { calls++; String result = gl30.glGetProgramInfoLog(program); check(); return result; } @Override public void glGetRenderbufferParameteriv (int target, int pname, IntBuffer params) { calls++; gl30.glGetRenderbufferParameteriv(target, pname, params); check(); } @Override public void glGetShaderiv (int shader, int pname, IntBuffer params) { calls++; gl30.glGetShaderiv(shader, pname, params); check(); } @Override public String glGetShaderInfoLog (int shader) { calls++; String result = gl30.glGetShaderInfoLog(shader); check(); return result; } @Override public void glGetShaderPrecisionFormat (int shadertype, int precisiontype, IntBuffer range, IntBuffer precision) { calls++; gl30.glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); check(); } @Override public void glGetTexParameterfv (int target, int pname, FloatBuffer params) { calls++; gl30.glGetTexParameterfv(target, pname, params); check(); } @Override public void glGetTexParameteriv (int target, int pname, IntBuffer params) { calls++; gl30.glGetTexParameteriv(target, pname, params); check(); } @Override public void glGetUniformfv (int program, int location, FloatBuffer params) { calls++; gl30.glGetUniformfv(program, location, params); check(); } @Override public void glGetUniformiv (int program, int location, IntBuffer params) { calls++; gl30.glGetUniformiv(program, location, params); check(); } @Override public int glGetUniformLocation (int program, String name) { calls++; int result = gl30.glGetUniformLocation(program, name); check(); return result; } @Override public void glGetVertexAttribfv (int index, int pname, FloatBuffer params) { calls++; gl30.glGetVertexAttribfv(index, pname, params); check(); } @Override public void glGetVertexAttribiv (int index, int pname, IntBuffer params) { calls++; gl30.glGetVertexAttribiv(index, pname, params); check(); } @Override public void glGetVertexAttribPointerv (int index, int pname, Buffer pointer) { calls++; gl30.glGetVertexAttribPointerv(index, pname, pointer); check(); } @Override public boolean glIsBuffer (int buffer) { calls++; boolean result = gl30.glIsBuffer(buffer); check(); return result; } @Override public boolean glIsEnabled (int cap) { calls++; boolean result = gl30.glIsEnabled(cap); check(); return result; } @Override public boolean glIsFramebuffer (int framebuffer) { calls++; boolean result = gl30.glIsFramebuffer(framebuffer); check(); return result; } @Override public boolean glIsProgram (int program) { calls++; boolean result = gl30.glIsProgram(program); check(); return result; } @Override public boolean glIsRenderbuffer (int renderbuffer) { calls++; boolean result = gl30.glIsRenderbuffer(renderbuffer); check(); return result; } @Override public boolean glIsShader (int shader) { calls++; boolean result = gl30.glIsShader(shader); check(); return result; } @Override public boolean glIsTexture (int texture) { calls++; boolean result = gl30.glIsTexture(texture); check(); return result; } @Override public void glLinkProgram (int program) { calls++; gl30.glLinkProgram(program); check(); } @Override public void glReleaseShaderCompiler () { calls++; gl30.glReleaseShaderCompiler(); check(); } @Override public void glRenderbufferStorage (int target, int internalformat, int width, int height) { calls++; gl30.glRenderbufferStorage(target, internalformat, width, height); check(); } @Override public void glSampleCoverage (float value, boolean invert) { calls++; gl30.glSampleCoverage(value, invert); check(); } @Override public void glShaderBinary (int n, IntBuffer shaders, int binaryformat, Buffer binary, int length) { calls++; gl30.glShaderBinary(n, shaders, binaryformat, binary, length); check(); } @Override public void glShaderSource (int shader, String string) { calls++; gl30.glShaderSource(shader, string); check(); } @Override public void glStencilFuncSeparate (int face, int func, int ref, int mask) { calls++; gl30.glStencilFuncSeparate(face, func, ref, mask); check(); } @Override public void glStencilMaskSeparate (int face, int mask) { calls++; gl30.glStencilMaskSeparate(face, mask); check(); } @Override public void glStencilOpSeparate (int face, int fail, int zfail, int zpass) { calls++; gl30.glStencilOpSeparate(face, fail, zfail, zpass); check(); } @Override public void glTexParameterfv (int target, int pname, FloatBuffer params) { calls++; gl30.glTexParameterfv(target, pname, params); check(); } @Override public void glTexParameteri (int target, int pname, int param) { calls++; gl30.glTexParameteri(target, pname, param); check(); } @Override public void glTexParameteriv (int target, int pname, IntBuffer params) { calls++; gl30.glTexParameteriv(target, pname, params); check(); } @Override public void glUniform1f (int location, float x) { calls++; gl30.glUniform1f(location, x); check(); } @Override public void glUniform1fv (int location, int count, FloatBuffer v) { calls++; gl30.glUniform1fv(location, count, v); check(); } @Override public void glUniform1fv (int location, int count, float[] v, int offset) { calls++; gl30.glUniform1fv(location, count, v, offset); check(); } @Override public void glUniform1i (int location, int x) { calls++; gl30.glUniform1i(location, x); check(); } @Override public void glUniform1iv (int location, int count, IntBuffer v) { calls++; gl30.glUniform1iv(location, count, v); check(); } @Override public void glUniform1iv (int location, int count, int[] v, int offset) { calls++; gl30.glUniform1iv(location, count, v, offset); check(); } @Override public void glUniform2f (int location, float x, float y) { calls++; gl30.glUniform2f(location, x, y); check(); } @Override public void glUniform2fv (int location, int count, FloatBuffer v) { calls++; gl30.glUniform2fv(location, count, v); check(); } @Override public void glUniform2fv (int location, int count, float[] v, int offset) { calls++; gl30.glUniform2fv(location, count, v, offset); check(); } @Override public void glUniform2i (int location, int x, int y) { calls++; gl30.glUniform2i(location, x, y); check(); } @Override public void glUniform2iv (int location, int count, IntBuffer v) { calls++; gl30.glUniform2iv(location, count, v); check(); } @Override public void glUniform2iv (int location, int count, int[] v, int offset) { calls++; gl30.glUniform2iv(location, count, v, offset); check(); } @Override public void glUniform3f (int location, float x, float y, float z) { calls++; gl30.glUniform3f(location, x, y, z); check(); } @Override public void glUniform3fv (int location, int count, FloatBuffer v) { calls++; gl30.glUniform3fv(location, count, v); check(); } @Override public void glUniform3fv (int location, int count, float[] v, int offset) { calls++; gl30.glUniform3fv(location, count, v, offset); check(); } @Override public void glUniform3i (int location, int x, int y, int z) { calls++; gl30.glUniform3i(location, x, y, z); check(); } @Override public void glUniform3iv (int location, int count, IntBuffer v) { calls++; gl30.glUniform3iv(location, count, v); check(); } @Override public void glUniform3iv (int location, int count, int[] v, int offset) { calls++; gl30.glUniform3iv(location, count, v, offset); check(); } @Override public void glUniform4f (int location, float x, float y, float z, float w) { calls++; gl30.glUniform4f(location, x, y, z, w); check(); } @Override public void glUniform4fv (int location, int count, FloatBuffer v) { calls++; gl30.glUniform4fv(location, count, v); check(); } @Override public void glUniform4fv (int location, int count, float[] v, int offset) { calls++; gl30.glUniform4fv(location, count, v, offset); check(); } @Override public void glUniform4i (int location, int x, int y, int z, int w) { calls++; gl30.glUniform4i(location, x, y, z, w); check(); } @Override public void glUniform4iv (int location, int count, IntBuffer v) { calls++; gl30.glUniform4iv(location, count, v); check(); } @Override public void glUniform4iv (int location, int count, int[] v, int offset) { calls++; gl30.glUniform4iv(location, count, v, offset); check(); } @Override public void glUniformMatrix2fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix2fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix2fv (int location, int count, boolean transpose, float[] value, int offset) { calls++; gl30.glUniformMatrix2fv(location, count, transpose, value, offset); check(); } @Override public void glUniformMatrix3fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix3fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix3fv (int location, int count, boolean transpose, float[] value, int offset) { calls++; gl30.glUniformMatrix3fv(location, count, transpose, value, offset); check(); } @Override public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix4fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { calls++; gl30.glUniformMatrix4fv(location, count, transpose, value, offset); check(); } @Override public void glUseProgram (int program) { shaderSwitches++; calls++; gl30.glUseProgram(program); check(); } @Override public void glValidateProgram (int program) { calls++; gl30.glValidateProgram(program); check(); } @Override public void glVertexAttrib1f (int indx, float x) { calls++; gl30.glVertexAttrib1f(indx, x); check(); } @Override public void glVertexAttrib1fv (int indx, FloatBuffer values) { calls++; gl30.glVertexAttrib1fv(indx, values); check(); } @Override public void glVertexAttrib2f (int indx, float x, float y) { calls++; gl30.glVertexAttrib2f(indx, x, y); check(); } @Override public void glVertexAttrib2fv (int indx, FloatBuffer values) { calls++; gl30.glVertexAttrib2fv(indx, values); check(); } @Override public void glVertexAttrib3f (int indx, float x, float y, float z) { calls++; gl30.glVertexAttrib3f(indx, x, y, z); check(); } @Override public void glVertexAttrib3fv (int indx, FloatBuffer values) { calls++; gl30.glVertexAttrib3fv(indx, values); check(); } @Override public void glVertexAttrib4f (int indx, float x, float y, float z, float w) { calls++; gl30.glVertexAttrib4f(indx, x, y, z, w); check(); } @Override public void glVertexAttrib4fv (int indx, FloatBuffer values) { calls++; gl30.glVertexAttrib4fv(indx, values); check(); } @Override public void glVertexAttribPointer (int indx, int size, int type, boolean normalized, int stride, Buffer ptr) { calls++; gl30.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++; gl30.glVertexAttribPointer(indx, size, type, normalized, stride, ptr); check(); } // GL30 Unique @Override public void glReadBuffer (int mode) { calls++; gl30.glReadBuffer(mode); check(); } @Override public void glDrawRangeElements (int mode, int start, int end, int count, int type, Buffer indices) { vertexCount.put(count); drawCalls++; calls++; gl30.glDrawRangeElements(mode, start, end, count, type, indices); check(); } @Override public void glDrawRangeElements (int mode, int start, int end, int count, int type, int offset) { vertexCount.put(count); drawCalls++; calls++; gl30.glDrawRangeElements(mode, start, end, count, type, offset); check(); } @Override public void glTexImage3D (int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, Buffer pixels) { calls++; gl30.glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); check(); } @Override public void glTexImage3D (int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, int offset) { calls++; gl30.glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, offset); check(); } @Override public void glTexSubImage3D (int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, Buffer pixels) { calls++; gl30.glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); check(); } @Override public void glTexSubImage3D (int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, int offset) { calls++; gl30.glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, offset); check(); } @Override public void glCopyTexSubImage3D (int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) { calls++; gl30.glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); check(); } @Override public void glGenQueries (int n, int[] ids, int offset) { calls++; gl30.glGenQueries(n, ids, offset); check(); } @Override public void glGenQueries (int n, IntBuffer ids) { calls++; gl30.glGenQueries(n, ids); check(); } @Override public void glDeleteQueries (int n, int[] ids, int offset) { calls++; gl30.glDeleteQueries(n, ids, offset); check(); } @Override public void glDeleteQueries (int n, IntBuffer ids) { calls++; gl30.glDeleteQueries(n, ids); check(); } @Override public boolean glIsQuery (int id) { calls++; final boolean result = gl30.glIsQuery(id); check(); return result; } @Override public void glBeginQuery (int target, int id) { calls++; gl30.glBeginQuery(target, id); check(); } @Override public void glEndQuery (int target) { calls++; gl30.glEndQuery(target); check(); } @Override public void glGetQueryiv (int target, int pname, IntBuffer params) { calls++; gl30.glGetQueryiv(target, pname, params); check(); } @Override public void glGetQueryObjectuiv (int id, int pname, IntBuffer params) { calls++; gl30.glGetQueryObjectuiv(id, pname, params); check(); } @Override public boolean glUnmapBuffer (int target) { calls++; final boolean result = gl30.glUnmapBuffer(target); check(); return result; } @Override public Buffer glGetBufferPointerv (int target, int pname) { calls++; final Buffer result = gl30.glGetBufferPointerv(target, pname); check(); return result; } @Override public void glDrawBuffers (int n, IntBuffer bufs) { drawCalls++; calls++; gl30.glDrawBuffers(n, bufs); check(); } @Override public void glUniformMatrix2x3fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix2x3fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix3x2fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix3x2fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix2x4fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix2x4fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix4x2fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix4x2fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix3x4fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix3x4fv(location, count, transpose, value); check(); } @Override public void glUniformMatrix4x3fv (int location, int count, boolean transpose, FloatBuffer value) { calls++; gl30.glUniformMatrix4x3fv(location, count, transpose, value); check(); } @Override public void glBlitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) { calls++; gl30.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); check(); } @Override public void glRenderbufferStorageMultisample (int target, int samples, int internalformat, int width, int height) { calls++; gl30.glRenderbufferStorageMultisample(target, samples, internalformat, width, height); check(); } @Override public void glFramebufferTextureLayer (int target, int attachment, int texture, int level, int layer) { calls++; gl30.glFramebufferTextureLayer(target, attachment, texture, level, layer); check(); } @Override public void glFlushMappedBufferRange (int target, int offset, int length) { calls++; gl30.glFlushMappedBufferRange(target, offset, length); check(); } @Override public void glBindVertexArray (int array) { calls++; gl30.glBindVertexArray(array); check(); } @Override public void glDeleteVertexArrays (int n, int[] arrays, int offset) { calls++; gl30.glDeleteVertexArrays(n, arrays, offset); check(); } @Override public void glDeleteVertexArrays (int n, IntBuffer arrays) { calls++; gl30.glDeleteVertexArrays(n, arrays); check(); } @Override public void glGenVertexArrays (int n, int[] arrays, int offset) { calls++; gl30.glGenVertexArrays(n, arrays, offset); check(); } @Override public void glGenVertexArrays (int n, IntBuffer arrays) { calls++; gl30.glGenVertexArrays(n, arrays); check(); } @Override public boolean glIsVertexArray (int array) { calls++; final boolean result = gl30.glIsVertexArray(array); check(); return result; } @Override public void glBeginTransformFeedback (int primitiveMode) { calls++; gl30.glBeginTransformFeedback(primitiveMode); check(); } @Override public void glEndTransformFeedback () { calls++; gl30.glEndTransformFeedback(); check(); } @Override public void glBindBufferRange (int target, int index, int buffer, int offset, int size) { calls++; gl30.glBindBufferRange(target, index, buffer, offset, size); check(); } @Override public void glBindBufferBase (int target, int index, int buffer) { calls++; gl30.glBindBufferBase(target, index, buffer); check(); } @Override public void glTransformFeedbackVaryings (int program, String[] varyings, int bufferMode) { calls++; gl30.glTransformFeedbackVaryings(program, varyings, bufferMode); check(); } @Override public void glVertexAttribIPointer (int index, int size, int type, int stride, int offset) { calls++; gl30.glVertexAttribIPointer(index, size, type, stride, offset); check(); } @Override public void glGetVertexAttribIiv (int index, int pname, IntBuffer params) { calls++; gl30.glGetVertexAttribIiv(index, pname, params); check(); } @Override public void glGetVertexAttribIuiv (int index, int pname, IntBuffer params) { calls++; gl30.glGetVertexAttribIuiv(index, pname, params); check(); } @Override public void glVertexAttribI4i (int index, int x, int y, int z, int w) { calls++; gl30.glVertexAttribI4i(index, x, y, z, w); check(); } @Override public void glVertexAttribI4ui (int index, int x, int y, int z, int w) { calls++; gl30.glVertexAttribI4ui(index, x, y, z, w); check(); } @Override public void glGetUniformuiv (int program, int location, IntBuffer params) { calls++; gl30.glGetUniformuiv(program, location, params); check(); } @Override public int glGetFragDataLocation (int program, String name) { calls++; final int result = gl30.glGetFragDataLocation(program, name); check(); return result; } @Override public void glUniform1uiv (int location, int count, IntBuffer value) { calls++; gl30.glUniform1uiv(location, count, value); check(); } @Override public void glUniform3uiv (int location, int count, IntBuffer value) { calls++; gl30.glUniform3uiv(location, count, value); check(); } @Override public void glUniform4uiv (int location, int count, IntBuffer value) { calls++; gl30.glUniform4uiv(location, count, value); check(); } @Override public void glClearBufferiv (int buffer, int drawbuffer, IntBuffer value) { calls++; gl30.glClearBufferiv(buffer, drawbuffer, value); check(); } @Override public void glClearBufferuiv (int buffer, int drawbuffer, IntBuffer value) { calls++; gl30.glClearBufferuiv(buffer, drawbuffer, value); check(); } @Override public void glClearBufferfv (int buffer, int drawbuffer, FloatBuffer value) { calls++; gl30.glClearBufferfv(buffer, drawbuffer, value); check(); } @Override public void glClearBufferfi (int buffer, int drawbuffer, float depth, int stencil) { calls++; gl30.glClearBufferfi(buffer, drawbuffer, depth, stencil); check(); } @Override public String glGetStringi (int name, int index) { calls++; final String result = gl30.glGetStringi(name, index); check(); return result; } @Override public void glCopyBufferSubData (int readTarget, int writeTarget, int readOffset, int writeOffset, int size) { calls++; gl30.glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); check(); } @Override public void glGetUniformIndices (int program, String[] uniformNames, IntBuffer uniformIndices) { calls++; gl30.glGetUniformIndices(program, uniformNames, uniformIndices); check(); } @Override public void glGetActiveUniformsiv (int program, int uniformCount, IntBuffer uniformIndices, int pname, IntBuffer params) { calls++; gl30.glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); check(); } @Override public int glGetUniformBlockIndex (int program, String uniformBlockName) { calls++; final int result = gl30.glGetUniformBlockIndex(program, uniformBlockName); check(); return result; } @Override public void glGetActiveUniformBlockiv (int program, int uniformBlockIndex, int pname, IntBuffer params) { calls++; gl30.glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); check(); } @Override public void glGetActiveUniformBlockName (int program, int uniformBlockIndex, Buffer length, Buffer uniformBlockName) { calls++; gl30.glGetActiveUniformBlockName(program, uniformBlockIndex, length, uniformBlockName); check(); } @Override public String glGetActiveUniformBlockName (int program, int uniformBlockIndex) { calls++; final String result = gl30.glGetActiveUniformBlockName(program, uniformBlockIndex); check(); return result; } @Override public void glUniformBlockBinding (int program, int uniformBlockIndex, int uniformBlockBinding) { calls++; gl30.glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); check(); } @Override public void glDrawArraysInstanced (int mode, int first, int count, int instanceCount) { vertexCount.put(count); drawCalls++; calls++; gl30.glDrawArraysInstanced(mode, first, count, instanceCount); check(); } @Override public void glDrawElementsInstanced (int mode, int count, int type, int indicesOffset, int instanceCount) { vertexCount.put(count); drawCalls++; calls++; gl30.glDrawElementsInstanced(mode, count, type, indicesOffset, instanceCount); check(); } @Override public void glGetInteger64v (int pname, LongBuffer params) { calls++; gl30.glGetInteger64v(pname, params); check(); } @Override public void glGetBufferParameteri64v (int target, int pname, LongBuffer params) { calls++; gl30.glGetBufferParameteri64v(target, pname, params); check(); } @Override public void glGenSamplers (int count, int[] samplers, int offset) { calls++; gl30.glGenSamplers(count, samplers, offset); check(); } @Override public void glGenSamplers (int count, IntBuffer samplers) { calls++; gl30.glGenSamplers(count, samplers); check(); } @Override public void glDeleteSamplers (int count, int[] samplers, int offset) { calls++; gl30.glDeleteSamplers(count, samplers, offset); check(); } @Override public void glDeleteSamplers (int count, IntBuffer samplers) { calls++; gl30.glDeleteSamplers(count, samplers); check(); } @Override public boolean glIsSampler (int sampler) { calls++; final boolean result = gl30.glIsSampler(sampler); check(); return result; } @Override public void glBindSampler (int unit, int sampler) { calls++; gl30.glBindSampler(unit, sampler); check(); } @Override public void glSamplerParameteri (int sampler, int pname, int param) { calls++; gl30.glSamplerParameteri(sampler, pname, param); check(); } @Override public void glSamplerParameteriv (int sampler, int pname, IntBuffer param) { calls++; gl30.glSamplerParameteriv(sampler, pname, param); check(); } @Override public void glSamplerParameterf (int sampler, int pname, float param) { calls++; gl30.glSamplerParameterf(sampler, pname, param); check(); } @Override public void glSamplerParameterfv (int sampler, int pname, FloatBuffer param) { calls++; gl30.glSamplerParameterfv(sampler, pname, param); check(); } @Override public void glGetSamplerParameteriv (int sampler, int pname, IntBuffer params) { calls++; gl30.glGetSamplerParameteriv(sampler, pname, params); check(); } @Override public void glGetSamplerParameterfv (int sampler, int pname, FloatBuffer params) { calls++; gl30.glGetSamplerParameterfv(sampler, pname, params); check(); } @Override public void glVertexAttribDivisor (int index, int divisor) { calls++; gl30.glVertexAttribDivisor(index, divisor); check(); } @Override public void glBindTransformFeedback (int target, int id) { calls++; gl30.glBindTransformFeedback(target, id); check(); } @Override public void glDeleteTransformFeedbacks (int n, int[] ids, int offset) { calls++; gl30.glDeleteTransformFeedbacks(n, ids, offset); check(); } @Override public void glDeleteTransformFeedbacks (int n, IntBuffer ids) { calls++; gl30.glDeleteTransformFeedbacks(n, ids); check(); } @Override public void glGenTransformFeedbacks (int n, int[] ids, int offset) { calls++; gl30.glGenTransformFeedbacks(n, ids, offset); check(); } @Override public void glGenTransformFeedbacks (int n, IntBuffer ids) { calls++; gl30.glGenTransformFeedbacks(n, ids); check(); } @Override public boolean glIsTransformFeedback (int id) { calls++; final boolean result = gl30.glIsTransformFeedback(id); check(); return result; } @Override public void glPauseTransformFeedback () { calls++; gl30.glPauseTransformFeedback(); check(); } @Override public void glResumeTransformFeedback () { calls++; gl30.glResumeTransformFeedback(); check(); } @Override public void glProgramParameteri (int program, int pname, int value) { calls++; gl30.glProgramParameteri(program, pname, value); check(); } @Override public void glInvalidateFramebuffer (int target, int numAttachments, IntBuffer attachments) { calls++; gl30.glInvalidateFramebuffer(target, numAttachments, attachments); check(); } @Override public void glInvalidateSubFramebuffer (int target, int numAttachments, IntBuffer attachments, int x, int y, int width, int height) { calls++; gl30.glInvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height); check(); } }