A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
127 lines
6.0 KiB
C++
127 lines
6.0 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "gl_context.hh"
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/* Manual line breaks for readability. */
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/* clang-format off */
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#define _VA_ARG_LIST1(t) t
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#define _VA_ARG_LIST2(t, a) t a
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#define _VA_ARG_LIST4(t, a, b, c) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST2(b, c)
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#define _VA_ARG_LIST6(t, a, b, c, d, e) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST4(b, c, d, e)
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#define _VA_ARG_LIST8(t, a, b, c, d, e, f, g) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST6(b, c, d, e, f, g)
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#define _VA_ARG_LIST10(t, a, b, c, d, e, f, g, h, i) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST8(b, c, d, e, f, g, h, i)
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#define _VA_ARG_LIST12(t, a, b, c, d, e, f, g, h, i, j, k) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST10(b, c, d, e, f, g, h, i, j, k)
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#define _VA_ARG_LIST14(t, a, b, c, d, e, f, g, h, i, j, k, l, m) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST12(b, c, d, e, f, g, h, i, j, k, l, m)
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#define _VA_ARG_LIST16(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST14(b, c, d, e, f, g, h, i, j, k, l, m, o, p)
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#define _VA_ARG_LIST18(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST16(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r)
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#define _VA_ARG_LIST20(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST18(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u)
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#define _VA_ARG_LIST22(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w) \
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_VA_ARG_LIST2(t, a), _VA_ARG_LIST20(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w)
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#define ARG_LIST(...) VA_NARGS_CALL_OVERLOAD(_VA_ARG_LIST, __VA_ARGS__)
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#define _VA_ARG_LIST_CALL1(t)
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#define _VA_ARG_LIST_CALL2(t, a) a
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#define _VA_ARG_LIST_CALL4(t, a, b, c) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL2(b, c)
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#define _VA_ARG_LIST_CALL6(t, a, b, c, d, e) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL4(b, c, d, e)
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#define _VA_ARG_LIST_CALL8(t, a, b, c, d, e, f, g) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL6(b, c, d, e, f, g)
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#define _VA_ARG_LIST_CALL10(t, a, b, c, d, e, f, g, h, i) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL8(b, c, d, e, f, g, h, i)
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#define _VA_ARG_LIST_CALL12(t, a, b, c, d, e, f, g, h, i, j, k) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL10(b, c, d, e, f, g, h, i, j, k)
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#define _VA_ARG_LIST_CALL14(t, a, b, c, d, e, f, g, h, i, j, k, l, m) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL12(b, c, d, e, f, g, h, i, j, k, l, m)
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#define _VA_ARG_LIST_CALL16(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL14(b, c, d, e, f, g, h, i, j, k, l, m, o, p)
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#define _VA_ARG_LIST_CALL18(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL16(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r)
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#define _VA_ARG_LIST_CALL20(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL18(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u)
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#define _VA_ARG_LIST_CALL22(t, a, b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w) \
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_VA_ARG_LIST_CALL2(t, a), _VA_ARG_LIST_CALL20(b, c, d, e, f, g, h, i, j, k, l, m, o, p, q, r, s, u, v, w)
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#define ARG_LIST_CALL(...) VA_NARGS_CALL_OVERLOAD(_VA_ARG_LIST_CALL, __VA_ARGS__)
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/* clang-format on */
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#ifdef DEBUG
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# define GL_CHECK_RESOURCES(info) debug::check_gl_resources(info)
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#else
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# define GL_CHECK_RESOURCES(info)
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#endif
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namespace blender {
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namespace gpu {
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namespace debug {
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void raise_gl_error(const char *info);
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void check_gl_error(const char *info);
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void check_gl_resources(const char *info);
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/**
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* This function needs to be called once per context.
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*/
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void init_gl_callbacks();
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/**
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* Initialize a fallback layer (to KHR_debug) that covers only some functions.
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* We override the functions pointers by our own implementation that just checks #glGetError.
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* Some additional functions (not overridable) are covered inside the header using wrappers.
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*/
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void init_debug_layer();
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void object_label(GLenum type, GLuint object, const char *name);
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} // namespace debug
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#define DEBUG_FUNC_OVERRIDE(func, ...) \
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inline void func(ARG_LIST(__VA_ARGS__)) \
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{ \
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if (GLContext::debug_layer_workaround) { \
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debug::check_gl_error("generated before " #func); \
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::func(ARG_LIST_CALL(__VA_ARGS__)); \
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debug::check_gl_error("" #func); \
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} \
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else { \
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::func(ARG_LIST_CALL(__VA_ARGS__)); \
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} \
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}
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/* Avoid very long declarations. */
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/* clang-format off */
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DEBUG_FUNC_OVERRIDE(glClear, GLbitfield, mask);
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DEBUG_FUNC_OVERRIDE(glDeleteTextures, GLsizei, n, const GLuint *, textures);
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DEBUG_FUNC_OVERRIDE(glDrawArrays, GLenum, mode, GLint, first, GLsizei, count);
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DEBUG_FUNC_OVERRIDE(glFinish, void);
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DEBUG_FUNC_OVERRIDE(glFlush, void);
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DEBUG_FUNC_OVERRIDE(glGenTextures, GLsizei, n, GLuint *, textures);
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DEBUG_FUNC_OVERRIDE(glGetTexImage, GLenum, target, GLint, level, GLenum, format, GLenum, type, void *, pixels);
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DEBUG_FUNC_OVERRIDE(glReadBuffer, GLenum, mode);
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DEBUG_FUNC_OVERRIDE(glReadPixels, GLint, x, GLint, y, GLsizei, width, GLsizei, height, GLenum, format, GLenum, type, void *, pixels);
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DEBUG_FUNC_OVERRIDE(glTexImage1D, GLenum, target, GLint, level, GLint, internalformat, GLsizei, width, GLint, border, GLenum, format, GLenum, type, const void *, pixels);
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DEBUG_FUNC_OVERRIDE(glTexImage2D, GLenum, target, GLint, level, GLint, internalformat, GLsizei, width, GLsizei, height, GLint, border, GLenum, format, GLenum, type, const void *, pixels);
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DEBUG_FUNC_OVERRIDE(glTexParameteri, GLenum, target, GLenum, pname, GLint, param);
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DEBUG_FUNC_OVERRIDE(glTexParameteriv, GLenum, target, GLenum, pname, const GLint *, params);
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DEBUG_FUNC_OVERRIDE(glTexSubImage1D, GLenum, target, GLint, level, GLint, xoffset, GLsizei, width, GLenum, format, GLenum, type, const void *, pixels);
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DEBUG_FUNC_OVERRIDE(glTexSubImage2D, GLenum, target, GLint, level, GLint, xoffset, GLint, yoffset, GLsizei, width, GLsizei, height, GLenum, format, GLenum, type, const void *, pixels);
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/* clang-format on */
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} // namespace gpu
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} // namespace blender
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