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test/source/blender/gpu/opengl/gl_debug_layer.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

150 lines
8.2 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Implement our own subset of KHR_debug extension.
* We override the functions pointers by our own implementation that just checks glGetError.
*/
#include "BLI_utildefines.h"
#include "gl_debug.hh"
using GPUvoidptr = void *;
#define GPUvoidptr_set void *ret =
#define GPUvoidptr_ret return ret
#define GLboolean_set GLboolean ret =
#define GLboolean_ret return ret
#define void_set
#define void_ret
#define DEBUG_FUNC_DECLARE(pfn, rtn_type, fn, ...) \
static pfn real_##fn; \
static rtn_type GLAPIENTRY debug_##fn(ARG_LIST(__VA_ARGS__)) \
{ \
debug::check_gl_error("generated before " #fn); \
rtn_type##_set real_##fn(ARG_LIST_CALL(__VA_ARGS__)); \
debug::check_gl_error("" #fn); \
rtn_type##_ret; \
}
namespace blender::gpu::debug {
/* List of wrapped functions. We don't have to support all of them.
* Some functions might be declared as `extern` in GLEW. We cannot override them in this case.
* Keep the list in alphabetical order. */
/* Avoid very long declarations. */
/* clang-format off */
DEBUG_FUNC_DECLARE(PFNGLBEGINQUERYPROC, void, glBeginQuery, GLenum, target, GLuint, id);
DEBUG_FUNC_DECLARE(PFNGLBEGINTRANSFORMFEEDBACKPROC, void, glBeginTransformFeedback, GLenum, primitiveMode);
DEBUG_FUNC_DECLARE(PFNGLBINDBUFFERBASEPROC, void, glBindBufferBase, GLenum, target, GLuint, index, GLuint, buffer);
DEBUG_FUNC_DECLARE(PFNGLBINDBUFFERPROC, void, glBindBuffer, GLenum, target, GLuint, buffer);
DEBUG_FUNC_DECLARE(PFNGLBINDFRAMEBUFFERPROC, void, glBindFramebuffer, GLenum, target, GLuint, framebuffer);
DEBUG_FUNC_DECLARE(PFNGLBINDSAMPLERPROC, void, glBindSampler, GLuint, unit, GLuint, sampler);
DEBUG_FUNC_DECLARE(PFNGLBINDVERTEXARRAYPROC, void, glBindVertexArray, GLuint, array);
DEBUG_FUNC_DECLARE(PFNGLBLITFRAMEBUFFERPROC, void, glBlitFramebuffer, GLint, srcX0, GLint, srcY0, GLint, srcX1, GLint, srcY1, GLint, dstX0, GLint, dstY0, GLint, dstX1, GLint, dstY1, GLbitfield, mask, GLenum, filter);
DEBUG_FUNC_DECLARE(PFNGLBUFFERDATAPROC, void, glBufferData, GLenum, target, GLsizeiptr, size, const void *, data, GLenum, usage);
DEBUG_FUNC_DECLARE(PFNGLBUFFERSUBDATAPROC, void, glBufferSubData, GLenum, target, GLintptr, offset, GLsizeiptr, size, const void *, data);
DEBUG_FUNC_DECLARE(PFNGLDELETEBUFFERSPROC, void, glDeleteBuffers, GLsizei, n, const GLuint *, buffers);
DEBUG_FUNC_DECLARE(PFNGLDELETEFRAMEBUFFERSPROC, void, glDeleteFramebuffers, GLsizei, n, const GLuint*, framebuffers);
DEBUG_FUNC_DECLARE(PFNGLDELETEPROGRAMPROC, void, glDeleteProgram, GLuint, program);
DEBUG_FUNC_DECLARE(PFNGLDELETEQUERIESPROC, void, glDeleteQueries, GLsizei, n, const GLuint *, ids);
DEBUG_FUNC_DECLARE(PFNGLDELETESAMPLERSPROC, void, glDeleteSamplers, GLsizei, count, const GLuint *, samplers);
DEBUG_FUNC_DECLARE(PFNGLDELETESHADERPROC, void, glDeleteShader, GLuint, shader);
DEBUG_FUNC_DECLARE(PFNGLDELETEVERTEXARRAYSPROC, void, glDeleteVertexArrays, GLsizei, n, const GLuint *, arrays);
DEBUG_FUNC_DECLARE(PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC, void, glDrawArraysInstancedBaseInstance, GLenum, mode, GLint, first, GLsizei, count, GLsizei, primcount, GLuint, baseinstance);
DEBUG_FUNC_DECLARE(PFNGLDRAWARRAYSINSTANCEDPROC, void, glDrawArraysInstanced, GLenum, mode, GLint, first, GLsizei, count, GLsizei, primcount);
DEBUG_FUNC_DECLARE(PFNGLDRAWBUFFERSPROC, void, glDrawBuffers, GLsizei, n, const GLenum*, bufs);
DEBUG_FUNC_DECLARE(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC, void, glDrawElementsInstancedBaseVertexBaseInstance, GLenum, mode, GLsizei, count, GLenum, type, const void *, indices, GLsizei, primcount, GLint, basevertex, GLuint, baseinstance);
DEBUG_FUNC_DECLARE(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC, void, glDrawElementsInstancedBaseVertex, GLenum, mode, GLsizei, count, GLenum, type, const void *, indices, GLsizei, instancecount, GLint, basevertex);
DEBUG_FUNC_DECLARE(PFNGLENDQUERYPROC, void, glEndQuery, GLenum, target);
DEBUG_FUNC_DECLARE(PFNGLDISPATCHCOMPUTEPROC, void, glDispatchCompute, GLuint, num_groups_x, GLuint, num_groups_y, GLuint, num_groups_z);
DEBUG_FUNC_DECLARE(PFNGLDISPATCHCOMPUTEINDIRECTPROC, void, glDispatchComputeIndirect, GLintptr, indirect);
DEBUG_FUNC_DECLARE(PFNGLENDTRANSFORMFEEDBACKPROC, void, glEndTransformFeedback, void);
DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTURE2DPROC, void, glFramebufferTexture2D, GLenum, target, GLenum, attachment, GLenum, textarget, GLuint, texture, GLint, level);
DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTURELAYERPROC, void, glFramebufferTextureLayer, GLenum, target, GLenum, attachment, GLuint, texture, GLint, level, GLint, layer);
DEBUG_FUNC_DECLARE(PFNGLFRAMEBUFFERTEXTUREPROC, void, glFramebufferTexture, GLenum, target, GLenum, attachment, GLuint, texture, GLint, level);
DEBUG_FUNC_DECLARE(PFNGLGENBUFFERSPROC, void, glGenBuffers, GLsizei, n, GLuint *, buffers);
DEBUG_FUNC_DECLARE(PFNGLGENERATEMIPMAPPROC, void, glGenerateMipmap, GLenum, target);
DEBUG_FUNC_DECLARE(PFNGLGENERATETEXTUREMIPMAPPROC, void, glGenerateTextureMipmap, GLuint, texture);
DEBUG_FUNC_DECLARE(PFNGLGENFRAMEBUFFERSPROC, void, glGenFramebuffers, GLsizei, n, GLuint *, framebuffers);
DEBUG_FUNC_DECLARE(PFNGLGENQUERIESPROC, void, glGenQueries, GLsizei, n, GLuint *, ids);
DEBUG_FUNC_DECLARE(PFNGLGENSAMPLERSPROC, void, glGenSamplers, GLsizei, n, GLuint *, samplers);
DEBUG_FUNC_DECLARE(PFNGLGENVERTEXARRAYSPROC, void, glGenVertexArrays, GLsizei, n, GLuint *, arrays);
DEBUG_FUNC_DECLARE(PFNGLLINKPROGRAMPROC, void, glLinkProgram, GLuint, program);
DEBUG_FUNC_DECLARE(PFNGLMAPBUFFERRANGEPROC, GPUvoidptr, glMapBufferRange, GLenum, target, GLintptr, offset, GLsizeiptr, length, GLbitfield, access);
DEBUG_FUNC_DECLARE(PFNGLTEXBUFFERPROC, void, glTexBuffer, GLenum, target, GLenum, internalFormat, GLuint, buffer);
DEBUG_FUNC_DECLARE(PFNGLTEXIMAGE3DPROC, void, glTexImage3D, GLenum, target, GLint, level, GLint, internalFormat, GLsizei, width, GLsizei, height, GLsizei, depth, GLint, border, GLenum, format, GLenum, type, const GLvoid *,pixels);
DEBUG_FUNC_DECLARE(PFNGLTEXSUBIMAGE3DPROC, void, glTexSubImage3D, GLenum, target, GLint, level, GLint, xoffset, GLint, yoffset, GLint, zoffset, GLsizei, width, GLsizei, height, GLsizei, depth, GLenum, format, GLenum, type, const GLvoid *, pixels);
DEBUG_FUNC_DECLARE(PFNGLTEXTUREBUFFERPROC, void, glTextureBuffer, GLuint, texture, GLenum, internalformat, GLuint, buffer);
DEBUG_FUNC_DECLARE(PFNGLUNMAPBUFFERPROC, GLboolean, glUnmapBuffer, GLenum, target);
DEBUG_FUNC_DECLARE(PFNGLUSEPROGRAMPROC, void, glUseProgram, GLuint, program);
/* clang-format on */
#undef DEBUG_FUNC_DECLARE
void init_debug_layer()
{
#define DEBUG_WRAP(function) \
do { \
real_##function = ::function; \
::function = &debug_##function; \
} while (0)
DEBUG_WRAP(glBeginQuery);
DEBUG_WRAP(glBeginTransformFeedback);
DEBUG_WRAP(glBindBuffer);
DEBUG_WRAP(glBindBufferBase);
DEBUG_WRAP(glBindFramebuffer);
DEBUG_WRAP(glBindSampler);
DEBUG_WRAP(glBindVertexArray);
DEBUG_WRAP(glBlitFramebuffer);
DEBUG_WRAP(glBufferData);
DEBUG_WRAP(glBufferSubData);
DEBUG_WRAP(glDeleteBuffers);
DEBUG_WRAP(glDeleteFramebuffers);
DEBUG_WRAP(glDeleteProgram);
DEBUG_WRAP(glDeleteQueries);
DEBUG_WRAP(glDeleteSamplers);
DEBUG_WRAP(glDeleteShader);
DEBUG_WRAP(glDeleteVertexArrays);
DEBUG_WRAP(glDispatchCompute);
DEBUG_WRAP(glDispatchComputeIndirect);
DEBUG_WRAP(glDrawArraysInstanced);
DEBUG_WRAP(glDrawArraysInstancedBaseInstance);
DEBUG_WRAP(glDrawBuffers);
DEBUG_WRAP(glDrawElementsInstancedBaseVertex);
DEBUG_WRAP(glDrawElementsInstancedBaseVertexBaseInstance);
DEBUG_WRAP(glEndQuery);
DEBUG_WRAP(glEndTransformFeedback);
DEBUG_WRAP(glFramebufferTexture);
DEBUG_WRAP(glFramebufferTexture2D);
DEBUG_WRAP(glFramebufferTextureLayer);
DEBUG_WRAP(glGenBuffers);
DEBUG_WRAP(glGenerateMipmap);
DEBUG_WRAP(glGenerateTextureMipmap);
DEBUG_WRAP(glGenFramebuffers);
DEBUG_WRAP(glGenQueries);
DEBUG_WRAP(glGenSamplers);
DEBUG_WRAP(glGenVertexArrays);
DEBUG_WRAP(glLinkProgram);
DEBUG_WRAP(glMapBufferRange);
DEBUG_WRAP(glTexBuffer);
DEBUG_WRAP(glTexImage3D);
DEBUG_WRAP(glTexSubImage3D);
DEBUG_WRAP(glTextureBuffer);
DEBUG_WRAP(glUnmapBuffer);
DEBUG_WRAP(glUseProgram);
#undef DEBUG_WRAP
}
} // namespace blender::gpu::debug