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blender-archive/source/blender/gpu/opengl/gl_debug.hh
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

127 lines
6.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gl_context.hh"
#include "glew-mx.h"
/* Manual line breaks for readability. */
/* clang-format off */
#define _VA_ARG_LIST1(t) t
#define _VA_ARG_LIST2(t, a) t a
#define _VA_ARG_LIST4(t, a, b, c) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST2(b, c)
#define _VA_ARG_LIST6(t, a, b, c, d, e) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST4(b, c, d, e)
#define _VA_ARG_LIST8(t, a, b, c, d, e, f, g) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST6(b, c, d, e, f, g)
#define _VA_ARG_LIST10(t, a, b, c, d, e, f, g, h, i) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST8(b, c, d, e, f, g, h, i)
#define _VA_ARG_LIST12(t, a, b, c, d, e, f, g, h, i, j, k) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST10(b, c, d, e, f, g, h, i, j, k)
#define _VA_ARG_LIST14(t, a, b, c, d, e, f, g, h, i, j, k, l, m) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST12(b, c, d, e, f, g, h, i, j, k, l, m)
#define _VA_ARG_LIST16(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST14(b, c, d, e, f, g, h, i, j, k, l, m, o, p)
#define _VA_ARG_LIST18(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST16(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r)
#define _VA_ARG_LIST20(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST18(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u)
#define _VA_ARG_LIST22(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w) \
_VA_ARG_LIST2(t, a), _VA_ARG_LIST20(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w)
#define ARG_LIST(...) VA_NARGS_CALL_OVERLOAD(_VA_ARG_LIST, __VA_ARGS__)
#define _VA_ARG_LIST_CALL1(t)
#define _VA_ARG_LIST_CALL2(t, a) a
#define _VA_ARG_LIST_CALL4(t, a, b, c) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL2(b, c)
#define _VA_ARG_LIST_CALL6(t, a, b, c, d, e) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL4(b, c, d, e)
#define _VA_ARG_LIST_CALL8(t, a, b, c, d, e, f, g) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL6(b, c, d, e, f, g)
#define _VA_ARG_LIST_CALL10(t, a, b, c, d, e, f, g, h, i) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL8(b, c, d, e, f, g, h, i)
#define _VA_ARG_LIST_CALL12(t, a, b, c, d, e, f, g, h, i, j, k) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL10(b, c, d, e, f, g, h, i, j, k)
#define _VA_ARG_LIST_CALL14(t, a, b, c, d, e, f, g, h, i, j, k, l, m) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL12(b, c, d, e, f, g, h, i, j, k, l, m)
#define _VA_ARG_LIST_CALL16(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL14(b, c, d, e, f, g, h, i, j, k, l, m, o, p)
#define _VA_ARG_LIST_CALL18(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL16(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r)
#define _VA_ARG_LIST_CALL20(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL18(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u)
#define _VA_ARG_LIST_CALL22(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w) \
_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL20(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w)
#define ARG_LIST_CALL(...) VA_NARGS_CALL_OVERLOAD(_VA_ARG_LIST_CALL, __VA_ARGS__)
/* clang-format on */
#ifdef DEBUG
# define GL_CHECK_RESOURCES(info) debug::check_gl_resources(info)
#else
# define GL_CHECK_RESOURCES(info)
#endif
namespace blender {
namespace gpu {
namespace debug {
void raise_gl_error(const char *info);
void check_gl_error(const char *info);
void check_gl_resources(const char *info);
/**
* This function needs to be called once per context.
*/
void init_gl_callbacks();
/**
* Initialize a fallback layer (to KHR_debug) that covers only some functions.
* We override the functions pointers by our own implementation that just checks #glGetError.
* Some additional functions (not overridable) are covered inside the header using wrappers.
*/
void init_debug_layer();
void object_label(GLenum type, GLuint object, const char *name);
} // namespace debug
#define DEBUG_FUNC_OVERRIDE(func, ...) \
inline void func(ARG_LIST(__VA_ARGS__)) \
{ \
if (GLContext::debug_layer_workaround) { \
debug::check_gl_error("generated before " #func); \
::func(ARG_LIST_CALL(__VA_ARGS__)); \
debug::check_gl_error("" #func); \
} \
else { \
::func(ARG_LIST_CALL(__VA_ARGS__)); \
} \
}
/* Avoid very long declarations. */
/* clang-format off */
DEBUG_FUNC_OVERRIDE(glClear, GLbitfield, mask);
DEBUG_FUNC_OVERRIDE(glDeleteTextures, GLsizei, n, const GLuint *, textures);
DEBUG_FUNC_OVERRIDE(glDrawArrays, GLenum, mode, GLint, first, GLsizei, count);
DEBUG_FUNC_OVERRIDE(glFinish, void);
DEBUG_FUNC_OVERRIDE(glFlush, void);
DEBUG_FUNC_OVERRIDE(glGenTextures, GLsizei, n, GLuint *, textures);
DEBUG_FUNC_OVERRIDE(glGetTexImage, GLenum, target, GLint, level, GLenum, format, GLenum, type, void *, pixels);
DEBUG_FUNC_OVERRIDE(glReadBuffer, GLenum, mode);
DEBUG_FUNC_OVERRIDE(glReadPixels, GLint, x, GLint, y, GLsizei, width, GLsizei, height, GLenum, format, GLenum, type, void *, pixels);
DEBUG_FUNC_OVERRIDE(glTexImage1D, GLenum, target, GLint, level, GLint, internalformat, GLsizei, width, GLint, border, GLenum, format, GLenum, type, const void *, pixels);
DEBUG_FUNC_OVERRIDE(glTexImage2D, GLenum, target, GLint, level, GLint, internalformat, GLsizei, width, GLsizei, height, GLint, border, GLenum, format, GLenum, type, const void *, pixels);
DEBUG_FUNC_OVERRIDE(glTexParameteri, GLenum, target, GLenum, pname, GLint, param);
DEBUG_FUNC_OVERRIDE(glTexParameteriv, GLenum, target, GLenum, pname, const GLint *, params);
DEBUG_FUNC_OVERRIDE(glTexSubImage1D, GLenum, target, GLint, level, GLint, xoffset, GLsizei, width, GLenum, format, GLenum, type, const void *, pixels);
DEBUG_FUNC_OVERRIDE(glTexSubImage2D, GLenum, target, GLint, level, GLint, xoffset, GLint, yoffset, GLsizei, width, GLsizei, height, GLenum, format, GLenum, type, const void *, pixels);
/* clang-format on */
} // namespace gpu
} // namespace blender