Comments (2)
Ah.... perhaps the !retrace::dumpingState
condition should be replaced with not dumping state and not replacing?
Or perhaps shader replacing should ensure all shader sources are deleted before adding (at least when dumping state)?
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The problem here is not in deletion, but rather in detaching. If you try to attach a shader with main()
to a program that already has such a shader attached, you get multiple definition error. So I guess glDetachShader
should be left alone.
My current workaround looks as follows, and I don't know of any reason how it could break (maybe you do?).
diff --git a/retrace/glretrace.py b/retrace/glretrace.py
index 19e994d3..4a891355 100644
--- a/retrace/glretrace.py
+++ b/retrace/glretrace.py
@@ -421,10 +421,6 @@ class GlRetracer(Retracer):
print(r' } else {')
Retracer.invokeFunction(self, function)
print(r' }')
- elif function.name in ('glDetachShader', 'glDetachObjectARB'):
- print(r' if (!retrace::dumpingState) {')
- Retracer.invokeFunction(self, function)
- print(r' }')
elif function.name == 'glClientWaitSync':
print(r' _result = glretrace::clientWaitSync(call, sync, flags, timeout);')
print(r' (void)_result;')
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