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blender-archive/source/blender/gpu/GPU_debug.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

35 lines
755 B
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* Helpers for GPU / drawing debugging.
*/
#pragma once
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
#define GPU_DEBUG_SHADER_COMPILATION_GROUP "Shader Compilation"
void GPU_debug_group_begin(const char *name);
void GPU_debug_group_end(void);
/**
* Return a formatted string showing the current group hierarchy in this format:
* "Group1 > Group 2 > Group3 > ... > GroupN : "
*/
void GPU_debug_get_groups_names(int name_buf_len, char *r_name_buf);
/**
* Return true if inside a debug group with the same name.
*/
bool GPU_debug_group_match(const char *ref);
#ifdef __cplusplus
}
#endif