362 lines
11 KiB
C++
362 lines
11 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*
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* Debug features of OpenGL.
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*/
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#include "BLI_compiler_attrs.h"
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#include "BLI_string.h"
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#include "BLI_system.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "GPU_debug.h"
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#include "GPU_platform.h"
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#include "glew-mx.h"
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#include "gl_context.hh"
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#include "gl_uniform_buffer.hh"
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#include "gl_debug.hh"
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#include <stdio.h>
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/* Avoid too much NVidia buffer info in the output log. */
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#define TRIM_NVIDIA_BUFFER_INFO 1
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namespace blender::gpu::debug {
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/* -------------------------------------------------------------------- */
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/** \name Debug Callbacks
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*
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* Hooks up debug callbacks to a debug OpenGL context using extensions or 4.3 core debug
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* capabilities.
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* \{ */
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/* Debug callbacks need the same calling convention as OpenGL functions. */
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#if defined(_WIN32)
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# define APIENTRY __stdcall
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#else
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# define APIENTRY
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#endif
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#define VERBOSE 1
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static void APIENTRY debug_callback(GLenum UNUSED(source),
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GLenum type,
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GLuint UNUSED(id),
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GLenum severity,
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GLsizei UNUSED(length),
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const GLchar *message,
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const GLvoid *UNUSED(userParm))
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{
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if (ELEM(type, GL_DEBUG_TYPE_PUSH_GROUP, GL_DEBUG_TYPE_POP_GROUP)) {
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/* The debug layer will emit a message each time a debug group is pushed or popped.
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* We use that for easy command grouping inside frame analyzer tools. */
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return;
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}
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if (TRIM_NVIDIA_BUFFER_INFO &&
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GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) &&
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STREQLEN("Buffer detailed info", message, 20)) {
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/** Supress buffer infos flooding the output. */
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return;
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}
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const char format[] = "GPUDebug: %s%s%s\033[0m\n";
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if (ELEM(severity, GL_DEBUG_SEVERITY_LOW, GL_DEBUG_SEVERITY_NOTIFICATION)) {
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if (VERBOSE) {
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fprintf(stderr, format, "\033[2m", "", message);
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}
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}
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else {
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char debug_groups[512] = "";
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GPU_debug_get_groups_names(sizeof(debug_groups), debug_groups);
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switch (type) {
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case GL_DEBUG_TYPE_ERROR:
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
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fprintf(stderr, format, "\033[31;1mError\033[39m: ", debug_groups, message);
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break;
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case GL_DEBUG_TYPE_PORTABILITY:
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case GL_DEBUG_TYPE_PERFORMANCE:
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case GL_DEBUG_TYPE_OTHER:
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case GL_DEBUG_TYPE_MARKER: /* KHR has this, ARB does not */
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default:
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fprintf(stderr, format, "\033[33;1mWarning\033[39m: ", debug_groups, message);
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break;
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}
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if (VERBOSE && severity == GL_DEBUG_SEVERITY_HIGH) {
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/* Focus on error message. */
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fprintf(stderr, "\033[2m");
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BLI_system_backtrace(stderr);
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fprintf(stderr, "\033[0m\n");
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fflush(stderr);
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}
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}
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}
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#undef APIENTRY
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/* This function needs to be called once per context. */
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void init_gl_callbacks(void)
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{
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char msg[256] = "";
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const char format[] = "Successfully hooked OpenGL debug callback using %s";
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if (GLEW_VERSION_4_3 || GLEW_KHR_debug) {
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SNPRINTF(msg, format, GLEW_VERSION_4_3 ? "OpenGL 4.3" : "KHR_debug extension");
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback((GLDEBUGPROC)debug_callback, NULL);
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
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glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_MARKER,
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0,
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GL_DEBUG_SEVERITY_NOTIFICATION,
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-1,
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msg);
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}
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else if (GLEW_ARB_debug_output) {
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SNPRINTF(msg, format, "ARB_debug_output");
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallbackARB((GLDEBUGPROCARB)debug_callback, NULL);
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glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
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glDebugMessageInsertARB(GL_DEBUG_SOURCE_APPLICATION_ARB,
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GL_DEBUG_TYPE_OTHER_ARB,
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0,
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GL_DEBUG_SEVERITY_LOW_ARB,
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-1,
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msg);
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}
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else {
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fprintf(stderr, "GPUDebug: Failed to hook OpenGL debug callback. Use fallback debug layer.\n");
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init_debug_layer();
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}
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}
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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 OR when the
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* implementations do not report any errors even when clearly doing shady things.
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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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void check_gl_resources(const char *info)
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{
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if (!(G.debug & G_DEBUG_GPU)) {
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return;
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}
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GLContext *ctx = GLContext::get();
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ShaderInterface *interface = ctx->shader->interface;
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/* NOTE: This only check binding. To be valid, the bound ubo needs to
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* be big enough to feed the data range the shader awaits. */
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uint16_t ubo_needed = interface->enabled_ubo_mask_;
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ubo_needed &= ~ctx->bound_ubo_slots;
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/* NOTE: This only check binding. To be valid, the bound texture needs to
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* be the same format/target the shader expects. */
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uint64_t tex_needed = interface->enabled_tex_mask_;
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tex_needed &= ~GLContext::state_manager_active_get()->bound_texture_slots();
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/* NOTE: This only check binding. To be valid, the bound image needs to
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* be the same format/target the shader expects. */
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uint8_t ima_needed = interface->enabled_ima_mask_;
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ima_needed &= ~GLContext::state_manager_active_get()->bound_image_slots();
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if (ubo_needed == 0 && tex_needed == 0 && ima_needed == 0) {
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return;
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}
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for (int i = 0; ubo_needed != 0; i++, ubo_needed >>= 1) {
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if ((ubo_needed & 1) != 0) {
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const ShaderInput *ubo_input = interface->ubo_get(i);
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const char *ubo_name = interface->input_name_get(ubo_input);
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const char *sh_name = ctx->shader->name_get();
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char msg[256];
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SNPRINTF(msg, "Missing UBO bind at slot %d : %s > %s : %s", i, sh_name, ubo_name, info);
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debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, msg, NULL);
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}
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}
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for (int i = 0; tex_needed != 0; i++, tex_needed >>= 1) {
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if ((tex_needed & 1) != 0) {
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/* FIXME: texture_get might return an image input instead. */
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const ShaderInput *tex_input = interface->texture_get(i);
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const char *tex_name = interface->input_name_get(tex_input);
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const char *sh_name = ctx->shader->name_get();
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char msg[256];
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SNPRINTF(msg, "Missing Texture bind at slot %d : %s > %s : %s", i, sh_name, tex_name, info);
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debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, msg, NULL);
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}
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}
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for (int i = 0; ima_needed != 0; i++, ima_needed >>= 1) {
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if ((ima_needed & 1) != 0) {
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/* FIXME: texture_get might return a texture input instead. */
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const ShaderInput *tex_input = interface->texture_get(i);
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const char *tex_name = interface->input_name_get(tex_input);
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const char *sh_name = ctx->shader->name_get();
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char msg[256];
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SNPRINTF(msg, "Missing Image bind at slot %d : %s > %s : %s", i, sh_name, tex_name, info);
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debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, msg, NULL);
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}
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}
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}
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void raise_gl_error(const char *info)
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{
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debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, info, NULL);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Object Label
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*
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* Useful for debugging through render-doc. Only defined if using `--debug-gpu`.
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* Make sure to bind the object first so that it gets defined by the GL implementation.
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* \{ */
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static const char *to_str_prefix(GLenum type)
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{
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switch (type) {
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case GL_FRAGMENT_SHADER:
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case GL_GEOMETRY_SHADER:
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case GL_VERTEX_SHADER:
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case GL_SHADER:
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case GL_PROGRAM:
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return "SHD-";
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case GL_SAMPLER:
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return "SAM-";
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case GL_TEXTURE:
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return "TEX-";
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case GL_FRAMEBUFFER:
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return "FBO-";
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case GL_VERTEX_ARRAY:
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return "VAO-";
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case GL_UNIFORM_BUFFER:
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return "UBO-";
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case GL_BUFFER:
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return "BUF-";
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default:
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return "";
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}
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}
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static const char *to_str_suffix(GLenum type)
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{
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switch (type) {
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case GL_FRAGMENT_SHADER:
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return "-Frag";
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case GL_GEOMETRY_SHADER:
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return "-Geom";
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case GL_VERTEX_SHADER:
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return "-Vert";
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default:
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return "";
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}
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}
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void object_label(GLenum type, GLuint object, const char *name)
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{
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if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
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char label[64];
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SNPRINTF(label, "%s%s%s", to_str_prefix(type), name, to_str_suffix(type));
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/* Small convenience for caller. */
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if (ELEM(type, GL_FRAGMENT_SHADER, GL_GEOMETRY_SHADER, GL_VERTEX_SHADER)) {
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type = GL_SHADER;
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}
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if (ELEM(type, GL_UNIFORM_BUFFER)) {
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type = GL_BUFFER;
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}
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glObjectLabel(type, object, -1, label);
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}
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}
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/** \} */
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} // namespace blender::gpu::debug
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Debug Groups
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*
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* Useful for debugging through render-doc. This makes all the API calls grouped into "passes".
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* \{ */
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void GLContext::debug_group_begin(const char *name, int index)
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{
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if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
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/* Add 10 to avoid conlision with other indices from other possible callback layers. */
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index += 10;
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glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, index, -1, name);
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}
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}
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void GLContext::debug_group_end(void)
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{
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if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
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glPopDebugGroup();
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}
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}
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/** \} */
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} // namespace blender::gpu
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