/* SPDX-FileCopyrightText: 2020 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu * * Debug features of OpenGL. */ #include "BKE_global.hh" #include "BLI_string.h" #include "gpu_context_private.hh" #include "GPU_debug.hh" using namespace blender; using namespace blender::gpu; void GPU_debug_group_begin(const char *name) { if (!(G.debug & G_DEBUG_GPU) && !G.profile_gpu) { return; } Context *ctx = Context::get(); DebugStack &stack = ctx->debug_stack; stack.append(StringRef(name)); ctx->debug_group_begin(name, stack.size()); } void GPU_debug_group_end() { if (!(G.debug & G_DEBUG_GPU) && !G.profile_gpu) { return; } Context *ctx = Context::get(); ctx->debug_stack.pop_last(); ctx->debug_group_end(); } void GPU_debug_get_groups_names(int name_buf_len, char *r_name_buf) { Context *ctx = Context::get(); if (ctx == nullptr) { return; } DebugStack &stack = ctx->debug_stack; if (stack.is_empty()) { r_name_buf[0] = '\0'; return; } size_t len = 0; for (StringRef &name : stack) { len += BLI_snprintf_rlen(r_name_buf + len, name_buf_len - len, "%s > ", name.data()); } r_name_buf[len - 3] = '\0'; } bool GPU_debug_group_match(const char *ref) { /* Otherwise there will be no names. */ BLI_assert(G.debug & G_DEBUG_GPU); Context *ctx = Context::get(); if (ctx == nullptr) { return false; } const DebugStack &stack = ctx->debug_stack; for (const StringRef &name : stack) { if (name == ref) { return true; } } return false; } void GPU_debug_capture_begin(const char *title) { /* GPU Frame capture is only enabled when --debug-gpu is specified. */ if (!(G.debug & G_DEBUG_GPU)) { return; } Context *ctx = Context::get(); if (ctx && !ctx->debug_is_capturing) { ctx->debug_is_capturing = ctx->debug_capture_begin(title); /* Call GPU_finish to ensure all desired GPU commands occur within the capture boundary. */ GPU_finish(); } } void GPU_debug_capture_end() { /* GPU Frame capture is only enabled when --debug-gpu is specified. */ if (!(G.debug & G_DEBUG_GPU)) { return; } Context *ctx = Context::get(); if (ctx && ctx->debug_is_capturing) { /* Call GPU_finish to ensure all desired GPU commands occur within the capture boundary. */ GPU_finish(); ctx->debug_capture_end(); ctx->debug_is_capturing = false; } } void *GPU_debug_capture_scope_create(const char *name) { /* GPU Frame capture is only enabled when --debug-gpu is specified. */ if (!(G.debug & G_DEBUG_GPU)) { return nullptr; } Context *ctx = Context::get(); if (!ctx) { return nullptr; } return ctx->debug_capture_scope_create(name); } bool GPU_debug_capture_scope_begin(void *scope) { /* Early exit if scope does not exist or not in debug mode. */ if (!(G.debug & G_DEBUG_GPU) || !scope) { return false; } Context *ctx = Context::get(); if (!ctx) { return false; } /* Declare beginning of capture scope region. */ bool scope_capturing = ctx->debug_capture_scope_begin(scope); if (scope_capturing && !ctx->debug_is_capturing) { /* Call GPU_finish to ensure all desired GPU commands occur within the capture boundary. */ GPU_finish(); ctx->debug_is_capturing = true; } return ctx->debug_is_capturing; } void GPU_debug_capture_scope_end(void *scope) { /* Early exit if scope does not exist or not in debug mode. */ if (!(G.debug & G_DEBUG_GPU) || !scope) { return; } Context *ctx = Context::get(); if (!ctx) { return; } /* If capturing, call GPU_finish to ensure all desired GPU commands occur within the capture * boundary. */ if (ctx->debug_is_capturing) { GPU_finish(); ctx->debug_is_capturing = false; } /* Declare end of capture scope region. */ ctx->debug_capture_scope_end(scope); } namespace blender::gpu { void debug_validate_binding_image_format() { if (!(G.debug & G_DEBUG_GPU)) { return; } const auto &texture_formats_state = Context::get()->state_manager->image_formats; const auto &texture_formats_shader = Context::get()->shader->interface->image_formats_; for (int image_unit = 0; image_unit < GPU_MAX_IMAGE; image_unit++) { TextureWriteFormat format_state = texture_formats_state[image_unit]; TextureWriteFormat format_shader = texture_formats_shader[image_unit]; if (format_state != TextureWriteFormat::Invalid && format_shader == TextureWriteFormat::Invalid) { /* It is allowed for an image to be bound in the state manager but to be unused in the * shader. */ continue; } if (UNLIKELY(texture_formats_shader[image_unit] != texture_formats_state[image_unit])) { fprintf( stderr, "Error in GPU_debug_validate_binding_image_format: Image format mismatch detected for " "shader '%s' at binding %d (shader format '%s' vs. bound texture format '%s').\n", Context::get()->shader->name_get().c_str(), image_unit, GPU_texture_format_name(to_texture_format(texture_formats_shader[image_unit])), GPU_texture_format_name(to_texture_format(texture_formats_state[image_unit]))); BLI_assert_unreachable(); } } } } // namespace blender::gpu