/* * 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) 2020 Blender Foundation. * All rights reserved. */ /** \file * \ingroup gpu * * Debug features of OpenGL. */ #include "BKE_global.h" #include "BLI_string.h" #include "gpu_context_private.hh" #include "GPU_debug.h" using namespace blender; using namespace blender::gpu; void GPU_debug_group_begin(const char *name) { if (!(G.debug & G_DEBUG_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(void) { if (!(G.debug & G_DEBUG_GPU)) { return; } Context *ctx = Context::get(); ctx->debug_stack.pop_last(); ctx->debug_group_end(); } /** * Return a formatted string showing the current group hierarchy in this format: * "Group1 > Group 2 > Group3 > ... > GroupN : " */ 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.size() == 0) { r_name_buf[0] = '\0'; return; } size_t sz = 0; for (StringRef &name : stack) { sz += BLI_snprintf_rlen(r_name_buf + sz, name_buf_len - sz, "%s > ", name.data()); } r_name_buf[sz - 3] = '\0'; } /* Return true if inside a debug group with the same name. */ 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; } DebugStack &stack = ctx->debug_stack; for (StringRef &name : stack) { if (name == ref) { return true; } } return false; }