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blender-archive/source/blender/gpu/opengl/gl_debug.cc
2020-12-04 11:28:09 +01:00

382 lines
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C++

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