mirror of
https://bitbucket.org/CPMADevs/cnq3
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106 lines
3.3 KiB
C++
106 lines
3.3 KiB
C++
/*
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===========================================================================
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Copyright (C) 2019 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// shared OpenGL client code for printing debug context output
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#include "client.h"
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#include "../renderer/tr_local.h"
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#if defined(_WIN32) && defined(_DEBUG)
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#include <Windows.h>
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#endif
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#include "GL/glew.h"
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static const char* GL_DebugSourceString( GLenum source )
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{
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switch (source) {
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case GL_DEBUG_SOURCE_API: return "API";
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return "window system";
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case GL_DEBUG_SOURCE_SHADER_COMPILER: return "shader compiler";
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case GL_DEBUG_SOURCE_THIRD_PARTY: return "third-party";
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case GL_DEBUG_SOURCE_APPLICATION: return "application";
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case GL_DEBUG_SOURCE_OTHER: return "other";
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default: return "?";
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}
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}
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static const char* GL_DebugTypeString( GLenum type )
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{
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switch (type) {
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case GL_DEBUG_TYPE_ERROR: return "^1error";
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "^1deprecated behavior";
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "^1undefined behavior";
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case GL_DEBUG_TYPE_PORTABILITY: return "portability";
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case GL_DEBUG_TYPE_PERFORMANCE: return "^3performance";
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case GL_DEBUG_TYPE_MARKER: return "marker";
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case GL_DEBUG_TYPE_PUSH_GROUP: return "push group";
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case GL_DEBUG_TYPE_POP_GROUP: return "pop group";
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case GL_DEBUG_TYPE_OTHER: return "other";
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default: return "?";
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}
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}
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static const char* GL_DebugSeverityString( GLenum severity )
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{
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switch (severity) {
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case GL_DEBUG_SEVERITY_LOW: return "low-severity";
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case GL_DEBUG_SEVERITY_MEDIUM: return "medium-severity";
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case GL_DEBUG_SEVERITY_HIGH: return "^3high-severity";
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case GL_DEBUG_SEVERITY_NOTIFICATION: return "notification";
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default: return "?";
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}
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}
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static void GLAPIENTRY GL_DebugCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam )
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{
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const char* msg = va(
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"^5GL Debug: ^7%s^7/%s^7/%s^7: %s\n",
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GL_DebugSeverityString(severity), GL_DebugSourceString(source), GL_DebugTypeString(type), message);
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Com_Printf(msg);
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#if defined(_WIN32) && defined(_DEBUG)
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OutputDebugStringA(msg);
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#endif
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}
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qbool CL_GL_WantDebug()
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{
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#if defined(_DEBUG)
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return r_khr_debug->integer != 0;
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#else
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return r_khr_debug->integer == 1;
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#endif
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}
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void CL_GL_Init()
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{
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const qbool enableDebug = CL_GL_WantDebug() && (GLEW_KHR_debug || GLEW_VERSION_4_3);
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if (!enableDebug)
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return;
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); // bad performance but can get access to the call stack...
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glDebugMessageCallback(&GL_DebugCallback, NULL);
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ri.Printf(PRINT_ALL, "OpenGL debug output is now active\n");
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}
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