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@@ -198,6 +198,8 @@ bool Canvas::createMSAAFBO(GLenum internalformat)
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bool Canvas::loadVolatile()
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{
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+ OpenGL::TempDebugGroup debuggroup("Canvas load");
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+
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fbo = depth_stencil = texture = 0;
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resolve_fbo = msaa_buffer = 0;
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status = GL_FRAMEBUFFER_COMPLETE;
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@@ -298,6 +300,8 @@ void Canvas::unloadVolatile()
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void Canvas::drawv(const Matrix &t, const Vertex *v)
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{
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+ OpenGL::TempDebugGroup debuggroup("Canvas draw");
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+
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OpenGL::TempTransform transform(gl);
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transform.get() *= t;
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@@ -439,6 +443,8 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
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canvaseschanged = true;
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}
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+ OpenGL::TempDebugGroup debuggroup("Canvas set");
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+
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setupGrab();
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// Don't attach anything if there's nothing to change.
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@@ -471,6 +477,8 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
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void Canvas::startGrab()
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{
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+ OpenGL::TempDebugGroup debuggroup("Canvas set");
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+
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setupGrab();
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if (attachedCanvases.size() == 0)
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@@ -488,6 +496,8 @@ void Canvas::stopGrab(bool switchingToOtherCanvas)
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if (current != this)
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return;
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+ OpenGL::TempDebugGroup debuggroup("Canvas un-set");
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+
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// Make sure the canvas texture is up to date if we're using MSAA.
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resolveMSAA(false);
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@@ -524,6 +534,8 @@ bool Canvas::checkCreateStencil()
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if (depth_stencil != 0)
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return true;
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+ OpenGL::TempDebugGroup debuggroup("Canvas create stencil");
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+
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if (current != this)
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gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
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