add_cli_test(NAME "cli-trim-single-swapbuffers.script")
add_cli_test(NAME "cli-trim-unused-textures.script")
add_cli_test(NAME "cli-trim-unused-shaders.script")
+add_cli_test(NAME "cli-trim-spec-all.script")
+add_cli_test(NAME "cli-trim-spec-no-side-effects.script")
+add_cli_test(NAME "cli-trim-spec-textures.script")
+add_cli_test(NAME "cli-trim-spec-shaders.script")
+add_cli_test(NAME "cli-trim-spec-drawing.script")
--- /dev/null
+# Trim trace to the final glxDestroyContext, eliminating almost everything
+
+apitrace trim --auto --calls=88 glxsimple.trace
+
+# Verify that we actually trimmed what we wanted to (most of the trace)
+
+apitrace diff --diff=python glxsimple.trace glxsimple-trim.trace
+expect r""" glXChooseVisual(37134976, 0, (GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_ALPHA_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, GLX_X_VISUAL_TYPE, GLX_DIRECT_COLOR, 0)) = ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8])
+ glXCreateContext(37134976, ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8]), 0, True) = 37241648
+ glXMakeCurrent(37134976, 41943041, 37241648) = True
+ glViewport(0, 0, 64, 64)
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity()
+ glOrtho(0.0, 64.0, 64.0, 0.0, 0.0, 1.0)
+ glMatrixMode(GL_MODELVIEW)
+ glClearColor(0.0, 0.0, 1.0, 1.0)
+- glClear((GL_COLOR_BUFFER_BIT))
+- glXSwapBuffers(37134976, 41943041)
+- glCreateShader(GL_VERTEX_SHADER) = 7
+- glShaderSource(7, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+- glCompileShader(7)
+- glCreateShader(GL_FRAGMENT_SHADER) = 8
+- glShaderSource(8, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+- glCompileShader(8)
+- glCreateProgram() = 9
+- glAttachShader(9, 7)
+- glAttachShader(9, 8)
+- glLinkProgram(9)
+- glUseProgram(9)
+- glGetUniformLocation(9, color) = 0
+- glUniform4f(0, 0.0, 1.0, 0.0, 1.0)
+- glBegin(GL_QUADS)
+- glVertex2f(0.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glVertex2f(64.0, 64.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glUseProgram(0)
+- glXSwapBuffers(37134976, 41943041)
+- glGenTextures(1, (1))
+ glBindTexture(GL_TEXTURE_2D, 1)
+- glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+- glBegin(GL_QUADS)
+- glTexCoord2f(0.0, 0.0)
+- glVertex2f(0.0, 0.0)
+- glTexCoord2f(1.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glTexCoord2f(1.0, 1.0)
+- glVertex2f(64.0, 64.0)
+- glTexCoord2f(0.0, 1.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glDisable(GL_TEXTURE_2D)
+- glXSwapBuffers(37134976, 41943041)
+ glClearColor(1.0, 0.0, 0.0, 1.0)
+- glClear((GL_COLOR_BUFFER_BIT))
+- glXSwapBuffers(37134976, 41943041)
+- glCreateShader(GL_VERTEX_SHADER) = 10
+- glShaderSource(10, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+- glCompileShader(10)
+- glCreateShader(GL_FRAGMENT_SHADER) = 11
+- glShaderSource(11, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+- glCompileShader(11)
+- glCreateProgram() = 12
+- glAttachShader(12, 10)
+- glAttachShader(12, 11)
+- glLinkProgram(12)
+- glUseProgram(12)
+- glGetUniformLocation(12, color) = 0
+- glUniform4f(0, 1.0, 0.0, 1.0, 1.0)
+- glBegin(GL_QUADS)
+- glVertex2f(0.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glVertex2f(64.0, 64.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glUseProgram(0)
+- glXSwapBuffers(37134976, 41943041)
+- glGenTextures(1, (2))
+ glBindTexture(GL_TEXTURE_2D, 2)
+- glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+- glBegin(GL_QUADS)
+- glTexCoord2f(0.0, 0.0)
+- glVertex2f(0.0, 0.0)
+- glTexCoord2f(1.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glTexCoord2f(1.0, 1.0)
+- glVertex2f(64.0, 64.0)
+- glTexCoord2f(0.0, 1.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glDisable(GL_TEXTURE_2D)
+- glXSwapBuffers(37134976, 41943041)
+ glXDestroyContext(37134976, 37241648)
+"""
--- /dev/null
+# Trim trace to the final glxDestroyContext, eliminating almost everything
+
+apitrace trim --auto --trim-spec=drawing --calls=88 glxsimple.trace
+
+# Verify that we actually trimmed what we wanted to (just drawing calls)
+
+apitrace diff --diff=python glxsimple.trace glxsimple-trim.trace
+expect r""" glXChooseVisual(37134976, 0, (GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_ALPHA_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, GLX_X_VISUAL_TYPE, GLX_DIRECT_COLOR, 0)) = ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8])
+ glXCreateContext(37134976, ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8]), 0, True) = 37241648
+ glXMakeCurrent(37134976, 41943041, 37241648) = True
+ glViewport(0, 0, 64, 64)
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity()
+ glOrtho(0.0, 64.0, 64.0, 0.0, 0.0, 1.0)
+ glMatrixMode(GL_MODELVIEW)
+ glClearColor(0.0, 0.0, 1.0, 1.0)
+- glClear((GL_COLOR_BUFFER_BIT))
+- glXSwapBuffers(37134976, 41943041)
+ glCreateShader(GL_VERTEX_SHADER) = 7
+ glShaderSource(7, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+ glCompileShader(7)
+ glCreateShader(GL_FRAGMENT_SHADER) = 8
+ glShaderSource(8, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+ glCompileShader(8)
+ glCreateProgram() = 9
+ glAttachShader(9, 7)
+ glAttachShader(9, 8)
+ glLinkProgram(9)
+ glUseProgram(9)
+ glGetUniformLocation(9, color) = 0
+ glUniform4f(0, 0.0, 1.0, 0.0, 1.0)
+- glBegin(GL_QUADS)
+- glVertex2f(0.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glVertex2f(64.0, 64.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glUseProgram(0)
+- glXSwapBuffers(37134976, 41943041)
+ glGenTextures(1, (1))
+ glBindTexture(GL_TEXTURE_2D, 1)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+- glBegin(GL_QUADS)
+- glTexCoord2f(0.0, 0.0)
+- glVertex2f(0.0, 0.0)
+- glTexCoord2f(1.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glTexCoord2f(1.0, 1.0)
+- glVertex2f(64.0, 64.0)
+- glTexCoord2f(0.0, 1.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glDisable(GL_TEXTURE_2D)
+- glXSwapBuffers(37134976, 41943041)
+ glClearColor(1.0, 0.0, 0.0, 1.0)
+- glClear((GL_COLOR_BUFFER_BIT))
+- glXSwapBuffers(37134976, 41943041)
+ glCreateShader(GL_VERTEX_SHADER) = 10
+ glShaderSource(10, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+ glCompileShader(10)
+ glCreateShader(GL_FRAGMENT_SHADER) = 11
+ glShaderSource(11, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+ glCompileShader(11)
+ glCreateProgram() = 12
+ glAttachShader(12, 10)
+ glAttachShader(12, 11)
+ glLinkProgram(12)
+ glUseProgram(12)
+ glGetUniformLocation(12, color) = 0
+ glUniform4f(0, 1.0, 0.0, 1.0, 1.0)
+- glBegin(GL_QUADS)
+- glVertex2f(0.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glVertex2f(64.0, 64.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glUseProgram(0)
+- glXSwapBuffers(37134976, 41943041)
+ glGenTextures(1, (2))
+ glBindTexture(GL_TEXTURE_2D, 2)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+- glBegin(GL_QUADS)
+- glTexCoord2f(0.0, 0.0)
+- glVertex2f(0.0, 0.0)
+- glTexCoord2f(1.0, 0.0)
+- glVertex2f(64.0, 0.0)
+- glTexCoord2f(1.0, 1.0)
+- glVertex2f(64.0, 64.0)
+- glTexCoord2f(0.0, 1.0)
+- glVertex2f(0.0, 64.0)
+- glEnd()
+ glDisable(GL_TEXTURE_2D)
+- glXSwapBuffers(37134976, 41943041)
+ glXDestroyContext(37134976, 37241648)
+"""
--- /dev/null
+# Trim trace to the final glxDestroyContext, eliminating almost everything
+
+apitrace trim --auto --trim-spec=no-side-effects --calls=88 glxsimple.trace
+
+# Verify that we actually trimmed what we wanted to (just calls with no side effects)
+
+apitrace diff --diff=python glxsimple.trace glxsimple-trim.trace
+expect r""" glXChooseVisual(37134976, 0, (GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_ALPHA_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, GLX_X_VISUAL_TYPE, GLX_DIRECT_COLOR, 0)) = ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8])
+ glXCreateContext(37134976, ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8]), 0, True) = 37241648
+ glXMakeCurrent(37134976, 41943041, 37241648) = True
+ glViewport(0, 0, 64, 64)
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity()
+ glOrtho(0.0, 64.0, 64.0, 0.0, 0.0, 1.0)
+ glMatrixMode(GL_MODELVIEW)
+ glClearColor(0.0, 0.0, 1.0, 1.0)
+ glClear((GL_COLOR_BUFFER_BIT))
+- glXSwapBuffers(37134976, 41943041)
+ glCreateShader(GL_VERTEX_SHADER) = 7
+ glShaderSource(7, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+ glCompileShader(7)
+ glCreateShader(GL_FRAGMENT_SHADER) = 8
+ glShaderSource(8, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+ glCompileShader(8)
+ glCreateProgram() = 9
+ glAttachShader(9, 7)
+ glAttachShader(9, 8)
+ glLinkProgram(9)
+ glUseProgram(9)
+ glGetUniformLocation(9, color) = 0
+ glUniform4f(0, 0.0, 1.0, 0.0, 1.0)
+ glBegin(GL_QUADS)
+ glVertex2f(0.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glVertex2f(64.0, 64.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glUseProgram(0)
+- glXSwapBuffers(37134976, 41943041)
+ glGenTextures(1, (1))
+ glBindTexture(GL_TEXTURE_2D, 1)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+ glBegin(GL_QUADS)
+ glTexCoord2f(0.0, 0.0)
+ glVertex2f(0.0, 0.0)
+ glTexCoord2f(1.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glTexCoord2f(1.0, 1.0)
+ glVertex2f(64.0, 64.0)
+ glTexCoord2f(0.0, 1.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glDisable(GL_TEXTURE_2D)
+- glXSwapBuffers(37134976, 41943041)
+ glClearColor(1.0, 0.0, 0.0, 1.0)
+ glClear((GL_COLOR_BUFFER_BIT))
+- glXSwapBuffers(37134976, 41943041)
+ glCreateShader(GL_VERTEX_SHADER) = 10
+ glShaderSource(10, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+ glCompileShader(10)
+ glCreateShader(GL_FRAGMENT_SHADER) = 11
+ glShaderSource(11, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+ glCompileShader(11)
+ glCreateProgram() = 12
+ glAttachShader(12, 10)
+ glAttachShader(12, 11)
+ glLinkProgram(12)
+ glUseProgram(12)
+ glGetUniformLocation(12, color) = 0
+ glUniform4f(0, 1.0, 0.0, 1.0, 1.0)
+ glBegin(GL_QUADS)
+ glVertex2f(0.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glVertex2f(64.0, 64.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glUseProgram(0)
+- glXSwapBuffers(37134976, 41943041)
+ glGenTextures(1, (2))
+ glBindTexture(GL_TEXTURE_2D, 2)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+ glBegin(GL_QUADS)
+ glTexCoord2f(0.0, 0.0)
+ glVertex2f(0.0, 0.0)
+ glTexCoord2f(1.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glTexCoord2f(1.0, 1.0)
+ glVertex2f(64.0, 64.0)
+ glTexCoord2f(0.0, 1.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glDisable(GL_TEXTURE_2D)
+- glXSwapBuffers(37134976, 41943041)
+ glXDestroyContext(37134976, 37241648)
+"""
--- /dev/null
+# Trim trace to the final glxDestroyContext, eliminating almost everything
+
+apitrace trim --auto --trim-spec=shaders --calls=88 glxsimple.trace
+
+# Verify that we actually trimmed what we wanted to (just shader-generation calls)
+
+apitrace diff --diff=python glxsimple.trace glxsimple-trim.trace
+expect r""" glXChooseVisual(37134976, 0, (GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_ALPHA_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, GLX_X_VISUAL_TYPE, GLX_DIRECT_COLOR, 0)) = ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8])
+ glXCreateContext(37134976, ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8]), 0, True) = 37241648
+ glXMakeCurrent(37134976, 41943041, 37241648) = True
+ glViewport(0, 0, 64, 64)
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity()
+ glOrtho(0.0, 64.0, 64.0, 0.0, 0.0, 1.0)
+ glMatrixMode(GL_MODELVIEW)
+ glClearColor(0.0, 0.0, 1.0, 1.0)
+ glClear((GL_COLOR_BUFFER_BIT))
+ glXSwapBuffers(37134976, 41943041)
+- glCreateShader(GL_VERTEX_SHADER) = 7
+- glShaderSource(7, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+- glCompileShader(7)
+- glCreateShader(GL_FRAGMENT_SHADER) = 8
+- glShaderSource(8, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+- glCompileShader(8)
+- glCreateProgram() = 9
+- glAttachShader(9, 7)
+- glAttachShader(9, 8)
+- glLinkProgram(9)
+- glUseProgram(9)
+- glGetUniformLocation(9, color) = 0
+- glUniform4f(0, 0.0, 1.0, 0.0, 1.0)
+ glBegin(GL_QUADS)
+ glVertex2f(0.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glVertex2f(64.0, 64.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glUseProgram(0)
+ glXSwapBuffers(37134976, 41943041)
+ glGenTextures(1, (1))
+ glBindTexture(GL_TEXTURE_2D, 1)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+ glBegin(GL_QUADS)
+ glTexCoord2f(0.0, 0.0)
+ glVertex2f(0.0, 0.0)
+ glTexCoord2f(1.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glTexCoord2f(1.0, 1.0)
+ glVertex2f(64.0, 64.0)
+ glTexCoord2f(0.0, 1.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glDisable(GL_TEXTURE_2D)
+ glXSwapBuffers(37134976, 41943041)
+ glClearColor(1.0, 0.0, 0.0, 1.0)
+ glClear((GL_COLOR_BUFFER_BIT))
+ glXSwapBuffers(37134976, 41943041)
+- glCreateShader(GL_VERTEX_SHADER) = 10
+- glShaderSource(10, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+- glCompileShader(10)
+- glCreateShader(GL_FRAGMENT_SHADER) = 11
+- glShaderSource(11, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+- glCompileShader(11)
+- glCreateProgram() = 12
+- glAttachShader(12, 10)
+- glAttachShader(12, 11)
+- glLinkProgram(12)
+- glUseProgram(12)
+- glGetUniformLocation(12, color) = 0
+- glUniform4f(0, 1.0, 0.0, 1.0, 1.0)
+ glBegin(GL_QUADS)
+ glVertex2f(0.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glVertex2f(64.0, 64.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glUseProgram(0)
+ glXSwapBuffers(37134976, 41943041)
+ glGenTextures(1, (2))
+ glBindTexture(GL_TEXTURE_2D, 2)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+ glBegin(GL_QUADS)
+ glTexCoord2f(0.0, 0.0)
+ glVertex2f(0.0, 0.0)
+ glTexCoord2f(1.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glTexCoord2f(1.0, 1.0)
+ glVertex2f(64.0, 64.0)
+ glTexCoord2f(0.0, 1.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glDisable(GL_TEXTURE_2D)
+ glXSwapBuffers(37134976, 41943041)
+ glXDestroyContext(37134976, 37241648)
+"""
--- /dev/null
+# Trim trace to the final glxDestroyContext, eliminating almost everything
+
+apitrace trim --auto --trim-spec=textures --calls=88 glxsimple.trace
+
+# Verify that we actually trimmed what we wanted to (just texture-generation calls)
+
+apitrace diff --diff=python glxsimple.trace glxsimple-trim.trace
+expect r""" glXChooseVisual(37134976, 0, (GLX_RGBA, GLX_RED_SIZE, GLX_RED_SIZE, GLX_GREEN_SIZE, GLX_RED_SIZE, GLX_BLUE_SIZE, GLX_RED_SIZE, GLX_ALPHA_SIZE, GLX_RED_SIZE, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, GLX_RED_SIZE, GLX_X_VISUAL_TYPE, GLX_DIRECT_COLOR, 0)) = ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8])
+ glXCreateContext(37134976, ([37179128, 34, 0, 24, 5, 16711680, 65280, 255, 256, 8]), 0, True) = 37241648
+ glXMakeCurrent(37134976, 41943041, 37241648) = True
+ glViewport(0, 0, 64, 64)
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity()
+ glOrtho(0.0, 64.0, 64.0, 0.0, 0.0, 1.0)
+ glMatrixMode(GL_MODELVIEW)
+ glClearColor(0.0, 0.0, 1.0, 1.0)
+ glClear((GL_COLOR_BUFFER_BIT))
+ glXSwapBuffers(37134976, 41943041)
+ glCreateShader(GL_VERTEX_SHADER) = 7
+ glShaderSource(7, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+ glCompileShader(7)
+ glCreateShader(GL_FRAGMENT_SHADER) = 8
+ glShaderSource(8, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+ glCompileShader(8)
+ glCreateProgram() = 9
+ glAttachShader(9, 7)
+ glAttachShader(9, 8)
+ glLinkProgram(9)
+ glUseProgram(9)
+ glGetUniformLocation(9, color) = 0
+ glUniform4f(0, 0.0, 1.0, 0.0, 1.0)
+ glBegin(GL_QUADS)
+ glVertex2f(0.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glVertex2f(64.0, 64.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glUseProgram(0)
+ glXSwapBuffers(37134976, 41943041)
+- glGenTextures(1, (1))
+ glBindTexture(GL_TEXTURE_2D, 1)
+- glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+ glBegin(GL_QUADS)
+ glTexCoord2f(0.0, 0.0)
+ glVertex2f(0.0, 0.0)
+ glTexCoord2f(1.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glTexCoord2f(1.0, 1.0)
+ glVertex2f(64.0, 64.0)
+ glTexCoord2f(0.0, 1.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glDisable(GL_TEXTURE_2D)
+ glXSwapBuffers(37134976, 41943041)
+ glClearColor(1.0, 0.0, 0.0, 1.0)
+ glClear((GL_COLOR_BUFFER_BIT))
+ glXSwapBuffers(37134976, 41943041)
+ glCreateShader(GL_VERTEX_SHADER) = 10
+ glShaderSource(10, 1, ('void main()\n{\n gl_Position = ftransform();\n}\n'), 0)
+ glCompileShader(10)
+ glCreateShader(GL_FRAGMENT_SHADER) = 11
+ glShaderSource(11, 1, ('#version 120\nuniform vec4 color;\nvoid main()\n{\n gl_FragColor = color;\n}\n'), 0)
+ glCompileShader(11)
+ glCreateProgram() = 12
+ glAttachShader(12, 10)
+ glAttachShader(12, 11)
+ glLinkProgram(12)
+ glUseProgram(12)
+ glGetUniformLocation(12, color) = 0
+ glUniform4f(0, 1.0, 0.0, 1.0, 1.0)
+ glBegin(GL_QUADS)
+ glVertex2f(0.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glVertex2f(64.0, 64.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glUseProgram(0)
+ glXSwapBuffers(37134976, 41943041)
+- glGenTextures(1, (2))
+ glBindTexture(GL_TEXTURE_2D, 2)
+- glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, blob(3))
+ glEnable(GL_TEXTURE_2D)
+ glBegin(GL_QUADS)
+ glTexCoord2f(0.0, 0.0)
+ glVertex2f(0.0, 0.0)
+ glTexCoord2f(1.0, 0.0)
+ glVertex2f(64.0, 0.0)
+ glTexCoord2f(1.0, 1.0)
+ glVertex2f(64.0, 64.0)
+ glTexCoord2f(0.0, 1.0)
+ glVertex2f(0.0, 64.0)
+ glEnd()
+ glDisable(GL_TEXTURE_2D)
+ glXSwapBuffers(37134976, 41943041)
+ glXDestroyContext(37134976, 37241648)
+"""