diff options
author | Carsten Weisse <[email protected]> | 2005-07-16 18:12:29 +0000 |
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committer | Carsten Weisse <[email protected]> | 2005-07-16 18:12:29 +0000 |
commit | fcab464a3b05e840e1290e163735cc3dfdd9622a (patch) | |
tree | a35021fb978ae23b56e5fa8fad0b476f3d0ea278 /src/jake2/render | |
parent | 0575de99d7364023873c71818e732a9a39f04b54 (diff) |
this impl counts the OpenGL calls per frame
(output after glFlush())
Diffstat (limited to 'src/jake2/render')
-rw-r--r-- | src/jake2/render/CountGL.java | 309 |
1 files changed, 309 insertions, 0 deletions
diff --git a/src/jake2/render/CountGL.java b/src/jake2/render/CountGL.java new file mode 100644 index 0000000..7231f95 --- /dev/null +++ b/src/jake2/render/CountGL.java @@ -0,0 +1,309 @@ +package jake2.render; + +import java.nio.*; + +public class CountGL implements QGL { + + private static int count = 0; + + private static QGL self = new CountGL(); + + private CountGL() { + // singleton + } + + public static QGL getInstance() { + return self; + } + + public void glAlphaFunc(int func, float ref) { + count++; + } + + public void glBegin(int mode) { + count++; + } + + public void glBindTexture(int target, int texture) { + count++; + } + + public void glBlendFunc(int sfactor, int dfactor) { + count++; + } + + public void glClear(int mask) { + count++; + } + + public void glClearColor(float red, float green, float blue, float alpha) { + count++; + } + + public void glColor3f(float red, float green, float blue) { + count++; + } + + public void glColor3ub(byte red, byte green, byte blue) { + count++; + } + + public void glColor4f(float red, float green, float blue, float alpha) { + count++; + } + + public void glColor4ub(byte red, byte green, byte blue, byte alpha) { + count++; + } + + public void glColorPointer(int size, boolean unsigned, int stride, + ByteBuffer pointer) { + count++; + } + + public void glColorPointer(int size, int stride, FloatBuffer pointer) { + count++; + } + + public void glCullFace(int mode) { + count++; + } + + public void glDeleteTextures(IntBuffer textures) { + count++; + } + + public void glDepthFunc(int func) { + count++; + } + + public void glDepthMask(boolean flag) { + count++; + } + + public void glDepthRange(double zNear, double zFar) { + count++; + } + + public void glDisable(int cap) { + count++; + } + + public void glDisableClientState(int cap) { + count++; + } + + public void glDrawArrays(int mode, int first, int count) { + count++; + } + + public void glDrawBuffer(int mode) { + count++; + } + + public void glDrawElements(int mode, IntBuffer indices) { + count++; + } + + public void glEnable(int cap) { + count++; + } + + public void glEnableClientState(int cap) { + count++; + } + + public void glEnd() { + count++; + } + + public void glFinish() { + count++; + } + + public void glFlush() { + System.err.println("GL calls/frame: " + (++count)); + count = 0; + } + + public void glFrustum(double left, double right, double bottom, + double top, double zNear, double zFar) { + count++; + } + + public int glGetError() { + return GL_NO_ERROR; + } + + public void glGetFloat(int pname, FloatBuffer params) { + count++; + } + + public String glGetString(int name) { + switch (name) { + case GL_EXTENSIONS: + return "GL_ARB_multitexture"; + default: + return ""; + } + } + + public void glInterleavedArrays(int format, int stride, + FloatBuffer pointer) { + count++; + } + + public void glLoadIdentity() { + count++; + } + + public void glLoadMatrix(FloatBuffer m) { + count++; + } + + public void glMatrixMode(int mode) { + count++; + } + + public void glOrtho(double left, double right, double bottom, + double top, double zNear, double zFar) { + count++; + } + + public void glPixelStorei(int pname, int param) { + count++; + } + + public void glPointSize(float size) { + count++; + } + + public void glPolygonMode(int face, int mode) { + count++; + } + + public void glPopMatrix() { + count++; + } + + public void glPushMatrix() { + count++; + } + + public void glReadPixels(int x, int y, int width, int height, + int format, int type, ByteBuffer pixels) { + count++; + } + + public void glRotatef(float angle, float x, float y, float z) { + count++; + } + + public void glScalef(float x, float y, float z) { + count++; + } + + public void glScissor(int x, int y, int width, int height) { + count++; + } + + public void glShadeModel(int mode) { + count++; + } + + public void glTexCoord2f(float s, float t) { + count++; + } + + public void glTexCoordPointer(int size, int stride, FloatBuffer pointer) { + count++; + } + + public void glTexEnvi(int target, int pname, int param) { + count++; + } + + public void glTexImage2D(int target, int level, int internalformat, + int width, int height, int border, int format, int type, + ByteBuffer pixels) { + count++; + } + + public void glTexImage2D(int target, int level, int internalformat, + int width, int height, int border, int format, int type, + IntBuffer pixels) { + count++; + } + + public void glTexParameterf(int target, int pname, float param) { + count++; + } + + public void glTexParameteri(int target, int pname, int param) { + count++; + } + + public void glTexSubImage2D(int target, int level, int xoffset, + int yoffset, int width, int height, int format, int type, + IntBuffer pixels) { + count++; + } + + public void glTranslatef(float x, float y, float z) { + count++; + } + + public void glVertex2f(float x, float y) { + count++; + } + + public void glVertex3f(float x, float y, float z) { + count++; + } + + public void glVertexPointer(int size, int stride, FloatBuffer pointer) { + count++; + } + + public void glViewport(int x, int y, int width, int height) { + count++; + } + + public void glColorTable(int target, int internalFormat, int width, + int format, int type, ByteBuffer data) { + count++; + } + + public void glActiveTextureARB(int texture) { + count++; + } + + public void glClientActiveTextureARB(int texture) { + count++; + } + + public void glPointParameterEXT(int pname, FloatBuffer pfParams) { + count++; + } + + public void glPointParameterfEXT(int pname, float param) { + count++; + } + + public void glLockArraysEXT(int first, int count) { + count++; + } + + public void glArrayElement(int index) { + count++; + } + + public void glUnlockArraysEXT() { + count++; + } + + public void glMultiTexCoord2f(int target, float s, float t) { + count++; + } + +} |