GLDebug: Wrap glDispatch function into our debug wrappers
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@@ -28,8 +28,8 @@ namespace blender::gpu {
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void GLCompute::dispatch(int group_x_len, int group_y_len, int group_z_len)
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{
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GL_CHECK_RESOURCES("Compute");
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glDispatchCompute(group_x_len, group_y_len, group_z_len);
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debug::check_gl_error("Dispatch Compute");
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}
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} // namespace blender::gpu
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@@ -82,6 +82,8 @@ DEBUG_FUNC_DECLARE(PFNGLDRAWBUFFERSPROC, void, glDrawBuffers, GLsizei, n, const
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DEBUG_FUNC_DECLARE(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC, void, glDrawElementsInstancedBaseVertexBaseInstance, GLenum, mode, GLsizei, count, GLenum, type, const void *, indices, GLsizei, primcount, GLint, basevertex, GLuint, baseinstance);
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DEBUG_FUNC_DECLARE(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC, void, glDrawElementsInstancedBaseVertex, GLenum, mode, GLsizei, count, GLenum, type, const void *, indices, GLsizei, instancecount, GLint, basevertex);
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DEBUG_FUNC_DECLARE(PFNGLENDQUERYPROC, void, glEndQuery, GLenum, target);
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DEBUG_FUNC_DECLARE(PFNGLDISPATCHCOMPUTEPROC, void, glDispatchCompute, GLuint, num_groups_x, GLuint, num_groups_y, GLuint, num_groups_z);
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DEBUG_FUNC_DECLARE(PFNGLDISPATCHCOMPUTEINDIRECTPROC, void, glDispatchComputeIndirect, GLintptr, indirect);
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DEBUG_FUNC_DECLARE(PFNGLENDTRANSFORMFEEDBACKPROC, void, glEndTransformFeedback, void);
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DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTURE2DPROC, void, glFramebufferTexture2D, GLenum, target, GLenum, attachment, GLenum, textarget, GLuint, texture, GLint, level);
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DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTURELAYERPROC, void, glFramebufferTextureLayer, GLenum, target, GLenum, attachment, GLuint, texture, GLint, level, GLint, layer);
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@@ -130,6 +132,8 @@ void init_debug_layer()
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DEBUG_WRAP(glDeleteSamplers);
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DEBUG_WRAP(glDeleteShader);
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DEBUG_WRAP(glDeleteVertexArrays);
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DEBUG_WRAP(glDispatchCompute);
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DEBUG_WRAP(glDispatchComputeIndirect);
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DEBUG_WRAP(glDrawArraysInstanced);
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DEBUG_WRAP(glDrawArraysInstancedBaseInstance);
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DEBUG_WRAP(glDrawBuffers);
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