diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-09-04 23:19:36 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-09-05 18:49:14 +0300 |
commit | 7d4adbdfaba4f23b2adbf96f97ce18806aca31c8 (patch) | |
tree | 4797d2fda9bb09a0c9a33b1b49a5f12b8a4e3bb9 /source/blender/gpu/opengl/gl_debug.cc | |
parent | 541de201fe24ededf9ba9535d6919fd7087c020d (diff) |
GLTexture: Add validation for empty slots before drawing
This is to have better error detection in debug builds.
This is not a replacement for a full check like in renderdoc but it
might catch some issues early on.
Diffstat (limited to 'source/blender/gpu/opengl/gl_debug.cc')
-rw-r--r-- | source/blender/gpu/opengl/gl_debug.cc | 18 |
1 files changed, 17 insertions, 1 deletions
diff --git a/source/blender/gpu/opengl/gl_debug.cc b/source/blender/gpu/opengl/gl_debug.cc index da1f40e6417..674ca2f0bf1 100644 --- a/source/blender/gpu/opengl/gl_debug.cc +++ b/source/blender/gpu/opengl/gl_debug.cc @@ -186,7 +186,12 @@ void check_gl_resources(const char *info) uint16_t ubo_needed = interface->enabled_ubo_mask_; ubo_needed &= ~ctx->bound_ubo_slots; - if (ubo_needed == 0) { + /* 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 &= ~ctx->state_manager_active_get()->bound_texture_slots(); + + if (ubo_needed == 0 && tex_needed == 0) { return; } @@ -200,6 +205,17 @@ void check_gl_resources(const char *info) debug_callback(0, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, 0, msg, NULL); } } + + for (int i = 0; tex_needed != 0; i++, tex_needed >>= 1) { + if ((tex_needed & 1) != 0) { + 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, NULL); + } + } } void raise_gl_error(const char *msg) |