GL: Move MacOS debug callback to gl_debug.cc
And format to use the same callback as standard debugging layer.
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@@ -137,4 +137,42 @@ void init_gl_callbacks(void)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Error Checking
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*
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* This is only useful for implementation that does not support the KHR_debug extension.
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* \{ */
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void check_gl_error(const char *info)
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{
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GLenum error = glGetError();
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#define ERROR_CASE(err) \
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case err: { \
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char msg[256]; \
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SNPRINTF(msg, "%s : %s", #err, info); \
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debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, msg, NULL); \
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break; \
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}
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switch (error) {
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ERROR_CASE(GL_INVALID_ENUM)
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ERROR_CASE(GL_INVALID_VALUE)
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ERROR_CASE(GL_INVALID_OPERATION)
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ERROR_CASE(GL_INVALID_FRAMEBUFFER_OPERATION)
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ERROR_CASE(GL_OUT_OF_MEMORY)
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ERROR_CASE(GL_STACK_UNDERFLOW)
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ERROR_CASE(GL_STACK_OVERFLOW)
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case GL_NO_ERROR:
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break;
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default:
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char msg[256];
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SNPRINTF(msg, "Unknown GL error: %x : %s", error, info);
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debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, msg, NULL);
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break;
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}
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}
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/** \} */
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} // namespace blender::gpu::debug
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