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blender-archive/source/blender/gpu/intern/gpu_debug.c
Antonis Ryakiotakis db38a65b02 Filter the debug callback to only report errors unless debug value is
20.

stderr was getting flooded with too many error messages, most of which
were not really relevant.
2015-07-20 14:46:11 +02:00

721 lines
23 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel, Jason Wilkins.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file source/blender/gpu/intern/gpu_debug.c
* \ingroup gpu
*/
#include "BLI_sys_types.h"
#include "BKE_global.h"
#include "GPU_glew.h"
#include "GPU_debug.h"
#include "intern/gpu_private.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define CASE_CODE_RETURN_STR(code) case code: return #code;
static const char* gpu_gl_error_symbol(GLenum err)
{
switch (err) {
CASE_CODE_RETURN_STR(GL_NO_ERROR)
CASE_CODE_RETURN_STR(GL_INVALID_ENUM)
CASE_CODE_RETURN_STR(GL_INVALID_VALUE)
CASE_CODE_RETURN_STR(GL_INVALID_OPERATION)
CASE_CODE_RETURN_STR(GL_STACK_OVERFLOW)
CASE_CODE_RETURN_STR(GL_STACK_UNDERFLOW)
CASE_CODE_RETURN_STR(GL_OUT_OF_MEMORY)
#if GL_ARB_imaging
CASE_CODE_RETURN_STR(GL_TABLE_TOO_LARGE)
#endif
#if defined(WITH_GLU)
CASE_CODE_RETURN_STR(GLU_INVALID_ENUM)
CASE_CODE_RETURN_STR(GLU_INVALID_VALUE)
CASE_CODE_RETURN_STR(GLU_OUT_OF_MEMORY)
#endif
default:
return "<unknown error>";
}
}
#undef CASE_CODE_RETURN_STR
static bool gpu_report_gl_errors(const char *file, int line, const char *str)
{
GLenum gl_error = glGetError();
if (gl_error == GL_NO_ERROR) {
return true;
}
else {
/* glGetError should have cleared the error flag, so if we get the
same flag twice that means glGetError itself probably triggered
the error. This happens on Windows if the GL context is invalid.
*/
{
GLenum new_error = glGetError();
if (gl_error == new_error) {
fprintf(stderr, "GL: Possible context invalidation issue\n");
return false;
}
}
fprintf(
stderr,
"%s(%d): ``%s'' -> GL Error (0x%04X - %s): %s\n",
file,
line,
str,
gl_error,
gpu_gl_error_symbol(gl_error),
gpuErrorString(gl_error));
return false;
}
}
const char* gpuErrorString(GLenum err)
{
switch (err) {
case GL_NO_ERROR:
return "No Error";
case GL_INVALID_ENUM:
return "Invalid Enumeration";
case GL_INVALID_VALUE:
return "Invalid Value";
case GL_INVALID_OPERATION:
return "Invalid Operation";
case GL_STACK_OVERFLOW:
return "Stack Overflow";
case GL_STACK_UNDERFLOW:
return "Stack Underflow";
case GL_OUT_OF_MEMORY:
return "Out of Memory";
#if GL_ARB_imaging
case GL_TABLE_TOO_LARGE:
return "Table Too Large";
#endif
#if defined(WITH_GLU)
case GLU_INVALID_ENUM:
return "Invalid Enum (GLU)";
case GLU_INVALID_VALUE:
return "Invalid Value (GLU)";
case GLU_OUT_OF_MEMORY:
return "Out of Memory (GLU)";
#endif
default:
return "<unknown error>";
}
}
/* Debug callbacks need the same calling convention as OpenGL functions.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define APIENTRY __stdcall
#else
# define APIENTRY
#endif
static void APIENTRY gpu_debug_proc(GLenum source, GLenum type, GLuint UNUSED(id),
GLenum UNUSED(severity), GLsizei UNUSED(length),
const GLchar *message, GLvoid *UNUSED(userParm))
{
if (source == GL_DEBUG_SOURCE_API && type == GL_DEBUG_TYPE_ERROR)
fprintf(stderr, "GL: %s\n", message);
else if (G.debug_value == 20) {
fprintf(stderr, "GL: %s\n", message);
}
fflush(stderr);
}
#ifndef GLEW_ES_ONLY
static void APIENTRY gpu_debug_proc_amd(GLuint UNUSED(id), GLenum UNUSED(category),
GLenum UNUSED(severity), GLsizei UNUSED(length),
const GLchar *message, GLvoid *UNUSED(userParm))
{
fprintf(stderr, "GL: %s\n", message);
}
#endif
#undef APIENTRY
void gpu_debug_init(void)
{
const char success[] = "Successfully hooked OpenGL debug callback.";
#if !defined(WITH_GLEW_ES) && !defined(GLEW_ES_ONLY)
if (GLEW_VERSION_4_3) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(sizeof(success), success);
return;
}
#endif
if (GLEW_KHR_debug) {
#ifndef GLEW_ES_ONLY
glDebugMessageCallback(gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(sizeof(success), success);
#endif
return;
}
#ifndef GLEW_ES_ONLY
if (GLEW_ARB_debug_output) {
glDebugMessageCallbackARB(gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(sizeof(success), success);
return;
}
if (GLEW_AMD_debug_output) {
glDebugMessageCallbackAMD(gpu_debug_proc_amd, mxGetCurrentContext());
glDebugMessageEnableAMD(GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(sizeof(success), success);
return;
}
#endif
fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
return;
}
void gpu_debug_exit(void)
{
#ifndef WITH_GLEW_ES
#ifndef GLEW_ES_ONLY
if (GLEW_VERSION_4_3) {
glDebugMessageCallback(NULL, NULL);
return;
}
#endif
#endif
if (GLEW_KHR_debug) {
#ifndef GLEW_ES_ONLY
glDebugMessageCallback(NULL, NULL);
#endif
return;
}
#ifndef GLEW_ES_ONLY
if (GLEW_ARB_debug_output) {
glDebugMessageCallbackARB(NULL, NULL);
return;
}
if (GLEW_AMD_debug_output) {
glDebugMessageCallbackAMD(NULL, NULL);
return;
}
#endif
return;
}
void GPU_string_marker(size_t length, const char *buf)
{
#ifndef WITH_GLEW_ES
#ifndef GLEW_ES_ONLY
if (GLEW_VERSION_4_3) {
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0, GL_DEBUG_SEVERITY_NOTIFICATION, length, buf);
return;
}
#endif
#endif
if (GLEW_KHR_debug) {
#ifndef GLEW_ES_ONLY
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0, GL_DEBUG_SEVERITY_NOTIFICATION, length, buf);
#endif
return;
}
#ifndef GLEW_ES_ONLY
if (GLEW_ARB_debug_output) {
glDebugMessageInsertARB(GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_OTHER_ARB, 0, GL_DEBUG_SEVERITY_LOW_ARB, length, buf);
return;
}
if (GLEW_AMD_debug_output) {
glDebugMessageInsertAMD(GL_DEBUG_CATEGORY_APPLICATION_AMD, GL_DEBUG_SEVERITY_LOW_AMD, 0, length, buf);
return;
}
if (GLEW_GREMEDY_string_marker) {
glStringMarkerGREMEDY(length, buf);
return;
}
#endif
return;
}
void GPU_print_error_debug(const char *str)
{
if (G.debug & G_DEBUG)
fprintf(stderr, "GPU: %s\n", str);
}
void GPU_assert_no_gl_errors(const char* file, int line, const char* str)
{
if (G.debug) {
GLboolean gl_ok = gpu_report_gl_errors(file, line, str);
BLI_assert(gl_ok);
(void) gl_ok;
}
}
static void gpu_state_print_fl_ex(const char *name, GLenum type)
{
const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff};
float value[32];
int a;
memset(value, 0xff, sizeof(value));
glGetFloatv(type, value);
if (glGetError() == GL_NO_ERROR) {
printf("%s: ", name);
for (a = 0; a < 32; a++) {
if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) {
break;
}
printf("%.2f ", value[a]);
}
printf("\n");
}
}
#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val)
void GPU_state_print(void)
{
GPU_ASSERT_NO_GL_ERRORS("GPU_state_print"); /* clear any errors */
gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE);
gpu_state_print_fl(GL_ACCUM_GREEN_BITS);
gpu_state_print_fl(GL_ACCUM_RED_BITS);
gpu_state_print_fl(GL_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_ALPHA_BIAS);
gpu_state_print_fl(GL_ALPHA_BITS);
gpu_state_print_fl(GL_ALPHA_SCALE);
gpu_state_print_fl(GL_ALPHA_TEST);
gpu_state_print_fl(GL_ALPHA_TEST_FUNC);
gpu_state_print_fl(GL_ALPHA_TEST_REF);
gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_AUTO_NORMAL);
gpu_state_print_fl(GL_AUX_BUFFERS);
gpu_state_print_fl(GL_BLEND);
gpu_state_print_fl(GL_BLEND_COLOR);
gpu_state_print_fl(GL_BLEND_DST_ALPHA);
gpu_state_print_fl(GL_BLEND_DST_RGB);
gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA);
gpu_state_print_fl(GL_BLEND_EQUATION_RGB);
gpu_state_print_fl(GL_BLEND_SRC_ALPHA);
gpu_state_print_fl(GL_BLEND_SRC_RGB);
gpu_state_print_fl(GL_BLUE_BIAS);
gpu_state_print_fl(GL_BLUE_BITS);
gpu_state_print_fl(GL_BLUE_SCALE);
gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_CLIP_PLANE0);
gpu_state_print_fl(GL_COLOR_ARRAY);
gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_COLOR_CLEAR_VALUE);
gpu_state_print_fl(GL_COLOR_LOGIC_OP);
gpu_state_print_fl(GL_COLOR_MATERIAL);
gpu_state_print_fl(GL_COLOR_MATERIAL_FACE);
gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER);
gpu_state_print_fl(GL_COLOR_MATRIX);
gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_COLOR_SUM);
gpu_state_print_fl(GL_COLOR_TABLE);
gpu_state_print_fl(GL_COLOR_WRITEMASK);
gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_CONVOLUTION_1D);
gpu_state_print_fl(GL_CONVOLUTION_2D);
gpu_state_print_fl(GL_CULL_FACE);
gpu_state_print_fl(GL_CULL_FACE_MODE);
gpu_state_print_fl(GL_CURRENT_COLOR);
gpu_state_print_fl(GL_CURRENT_FOG_COORD);
gpu_state_print_fl(GL_CURRENT_INDEX);
gpu_state_print_fl(GL_CURRENT_NORMAL);
gpu_state_print_fl(GL_CURRENT_PROGRAM);
gpu_state_print_fl(GL_CURRENT_RASTER_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE);
gpu_state_print_fl(GL_CURRENT_RASTER_INDEX);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID);
gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS);
gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS);
gpu_state_print_fl(GL_DEPTH_BIAS);
gpu_state_print_fl(GL_DEPTH_BITS);
gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE);
gpu_state_print_fl(GL_DEPTH_FUNC);
gpu_state_print_fl(GL_DEPTH_RANGE);
gpu_state_print_fl(GL_DEPTH_SCALE);
gpu_state_print_fl(GL_DEPTH_TEST);
gpu_state_print_fl(GL_DEPTH_WRITEMASK);
gpu_state_print_fl(GL_DITHER);
gpu_state_print_fl(GL_DOUBLEBUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER0);
gpu_state_print_fl(GL_EDGE_FLAG);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE);
gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE);
gpu_state_print_fl(GL_FOG);
gpu_state_print_fl(GL_FOG_COLOR);
gpu_state_print_fl(GL_FOG_COORD_ARRAY);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_FOG_COORD_SRC);
gpu_state_print_fl(GL_FOG_DENSITY);
gpu_state_print_fl(GL_FOG_END);
gpu_state_print_fl(GL_FOG_HINT);
gpu_state_print_fl(GL_FOG_INDEX);
gpu_state_print_fl(GL_FOG_MODE);
gpu_state_print_fl(GL_FOG_START);
gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB);
gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
gpu_state_print_fl(GL_FRONT_FACE);
gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT);
gpu_state_print_fl(GL_GREEN_BIAS);
gpu_state_print_fl(GL_GREEN_BITS);
gpu_state_print_fl(GL_GREEN_SCALE);
gpu_state_print_fl(GL_HISTOGRAM);
gpu_state_print_fl(GL_INDEX_ARRAY);
gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_INDEX_ARRAY_TYPE);
gpu_state_print_fl(GL_INDEX_BITS);
gpu_state_print_fl(GL_INDEX_CLEAR_VALUE);
gpu_state_print_fl(GL_INDEX_LOGIC_OP);
gpu_state_print_fl(GL_INDEX_MODE);
gpu_state_print_fl(GL_INDEX_OFFSET);
gpu_state_print_fl(GL_INDEX_SHIFT);
gpu_state_print_fl(GL_INDEX_WRITEMASK);
gpu_state_print_fl(GL_LIGHT0);
gpu_state_print_fl(GL_LIGHT1);
gpu_state_print_fl(GL_LIGHT2);
gpu_state_print_fl(GL_LIGHT3);
gpu_state_print_fl(GL_LIGHT4);
gpu_state_print_fl(GL_LIGHT5);
gpu_state_print_fl(GL_LIGHT6);
gpu_state_print_fl(GL_LIGHT7);
gpu_state_print_fl(GL_LIGHTING);
gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT);
gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL);
gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER);
gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE);
gpu_state_print_fl(GL_LINE_SMOOTH);
gpu_state_print_fl(GL_LINE_SMOOTH_HINT);
gpu_state_print_fl(GL_LINE_STIPPLE);
gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN);
gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT);
gpu_state_print_fl(GL_LINE_WIDTH);
gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_LIST_BASE);
gpu_state_print_fl(GL_LIST_INDEX);
gpu_state_print_fl(GL_LIST_MODE);
gpu_state_print_fl(GL_LOGIC_OP);
gpu_state_print_fl(GL_LOGIC_OP_MODE);
gpu_state_print_fl(GL_MAP1_COLOR_4);
gpu_state_print_fl(GL_MAP1_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP1_INDEX);
gpu_state_print_fl(GL_MAP1_NORMAL);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP1_VERTEX_3);
gpu_state_print_fl(GL_MAP1_VERTEX_4);
gpu_state_print_fl(GL_MAP2_COLOR_4);
gpu_state_print_fl(GL_MAP2_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP2_INDEX);
gpu_state_print_fl(GL_MAP2_NORMAL);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP2_VERTEX_3);
gpu_state_print_fl(GL_MAP2_VERTEX_4);
gpu_state_print_fl(GL_MAP_COLOR);
gpu_state_print_fl(GL_MAP_STENCIL);
gpu_state_print_fl(GL_MATRIX_MODE);
gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIP_PLANES);
gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_DRAW_BUFFERS);
gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES);
gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES);
gpu_state_print_fl(GL_MAX_EVAL_ORDER);
gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_LIGHTS);
gpu_state_print_fl(GL_MAX_LIST_NESTING);
gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE);
gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_COORDS);
gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS);
gpu_state_print_fl(GL_MAX_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_UNITS);
gpu_state_print_fl(GL_MAX_VARYING_FLOATS);
gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS);
gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS);
gpu_state_print_fl(GL_MINMAX);
gpu_state_print_fl(GL_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MULTISAMPLE);
gpu_state_print_fl(GL_MULTISAMPLE_ARB);
gpu_state_print_fl(GL_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_NORMALIZE);
gpu_state_print_fl(GL_NORMAL_ARRAY);
gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE);
gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE);
gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_PACK_ALIGNMENT);
gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_PACK_LSB_FIRST);
gpu_state_print_fl(GL_PACK_ROW_LENGTH);
gpu_state_print_fl(GL_PACK_SKIP_IMAGES);
gpu_state_print_fl(GL_PACK_SKIP_PIXELS);
gpu_state_print_fl(GL_PACK_SKIP_ROWS);
gpu_state_print_fl(GL_PACK_SWAP_BYTES);
gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT);
gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE);
gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING);
gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING);
gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION);
gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE);
gpu_state_print_fl(GL_POINT_SIZE);
gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_POINT_SIZE_MAX);
gpu_state_print_fl(GL_POINT_SIZE_MIN);
gpu_state_print_fl(GL_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_POINT_SMOOTH);
gpu_state_print_fl(GL_POINT_SMOOTH_HINT);
gpu_state_print_fl(GL_POINT_SPRITE);
gpu_state_print_fl(GL_POLYGON_MODE);
gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR);
gpu_state_print_fl(GL_POLYGON_OFFSET_FILL);
gpu_state_print_fl(GL_POLYGON_OFFSET_LINE);
gpu_state_print_fl(GL_POLYGON_OFFSET_POINT);
gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS);
gpu_state_print_fl(GL_POLYGON_SMOOTH);
gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT);
gpu_state_print_fl(GL_POLYGON_STIPPLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE);
gpu_state_print_fl(GL_PROJECTION_MATRIX);
gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_READ_BUFFER);
gpu_state_print_fl(GL_RED_BIAS);
gpu_state_print_fl(GL_RED_BITS);
gpu_state_print_fl(GL_RED_SCALE);
gpu_state_print_fl(GL_RENDER_MODE);
gpu_state_print_fl(GL_RESCALE_NORMAL);
gpu_state_print_fl(GL_RGBA_MODE);
gpu_state_print_fl(GL_SAMPLES);
gpu_state_print_fl(GL_SAMPLE_BUFFERS);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE);
gpu_state_print_fl(GL_SCISSOR_BOX);
gpu_state_print_fl(GL_SCISSOR_TEST);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE);
gpu_state_print_fl(GL_SEPARABLE_2D);
gpu_state_print_fl(GL_SHADE_MODEL);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_STENCIL_BACK_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_FUNC);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_BACK_REF);
gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK);
gpu_state_print_fl(GL_STENCIL_BITS);
gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE);
gpu_state_print_fl(GL_STENCIL_FAIL);
gpu_state_print_fl(GL_STENCIL_FUNC);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_REF);
gpu_state_print_fl(GL_STENCIL_TEST);
gpu_state_print_fl(GL_STENCIL_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_WRITEMASK);
gpu_state_print_fl(GL_STEREO);
gpu_state_print_fl(GL_SUBPIXEL_BITS);
gpu_state_print_fl(GL_TEXTURE_1D);
gpu_state_print_fl(GL_TEXTURE_2D);
gpu_state_print_fl(GL_TEXTURE_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_1D);
gpu_state_print_fl(GL_TEXTURE_BINDING_2D);
gpu_state_print_fl(GL_TEXTURE_BINDING_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP_ARB);
gpu_state_print_fl(GL_TEXTURE_GEN_Q);
gpu_state_print_fl(GL_TEXTURE_GEN_R);
gpu_state_print_fl(GL_TEXTURE_GEN_S);
gpu_state_print_fl(GL_TEXTURE_GEN_T);
gpu_state_print_fl(GL_TEXTURE_MATRIX);
gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX);
gpu_state_print_fl(GL_UNPACK_ALIGNMENT);
gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_UNPACK_LSB_FIRST);
gpu_state_print_fl(GL_UNPACK_ROW_LENGTH);
gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES);
gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS);
gpu_state_print_fl(GL_UNPACK_SKIP_ROWS);
gpu_state_print_fl(GL_UNPACK_SWAP_BYTES);
gpu_state_print_fl(GL_VERTEX_ARRAY);
gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE);
gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE);
gpu_state_print_fl(GL_VIEWPORT);
gpu_state_print_fl(GL_ZOOM_X);
gpu_state_print_fl(GL_ZOOM_Y);
}
#undef gpu_state_print_fl