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/*
* 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;
}
const DebugStack &stack = ctx->debug_stack;
for (const StringRef &name : stack) {
if (name == ref) {
return true;
}
}
return false;
}
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