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/** \file
* \ingroup gpu
*
* Debug features of OpenGL.
*/
#include "BLI_compiler_attrs.h"
#include "BLI_string.h"
#include "BLI_system.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "GPU_debug.h"
#include "GPU_platform.h"
#include "mtl_context.hh"
#include "mtl_debug.hh"
#include "CLG_log.h"
#include <utility>
namespace blender::gpu::debug {
CLG_LogRef LOG = {"gpu.debug.metal"};
void mtl_debug_init()
{
CLOG_ENSURE(&LOG);
}
} // namespace blender::gpu::debug
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Debug Groups
*
* Useful for debugging through XCode GPU Debugger. This ensures all the API calls grouped into
* "passes".
* \{ */
void MTLContext::debug_group_begin(const char *name, int index)
{
if (G.debug & G_DEBUG_GPU) {
id<MTLCommandBuffer> cmd = this->get_active_command_buffer();
if (cmd != nil) {
[cmd pushDebugGroup:[NSString stringWithFormat:@"%s_%d", name, index]];
}
}
}
void MTLContext::debug_group_end()
{
if (G.debug & G_DEBUG_GPU) {
id<MTLCommandBuffer> cmd = this->get_active_command_buffer();
if (cmd != nil) {
[cmd popDebugGroup];
}
}
}
/** \} */
} // namespace blender::gpu
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