qzdoom/src/gl/system/gl_debug.cpp

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/*
** gl_debig.cpp
** OpenGL debugging support functions
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "gl/system/gl_system.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_debug.h"
#include <set>
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#include <string>
#ifndef _MSC_VER
#include <signal.h>
#endif
CVAR(Int, gl_debug_level, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Bool, gl_debug_breakpoint, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
//-----------------------------------------------------------------------------
//
// Updates OpenGL debugging state
//
//-----------------------------------------------------------------------------
void FGLDebug::Update()
{
SetupBreakpointMode();
UpdateLoggingLevel();
OutputMessageLog();
}
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//-----------------------------------------------------------------------------
//
// Label objects so they are referenced by name in debug messages and in
// OpenGL debuggers (renderdoc)
//
//-----------------------------------------------------------------------------
void FGLDebug::LabelObject(GLenum type, GLuint handle, const FString &name)
{
if (gl_debug_level != 0)
{
glObjectLabel(type, handle, (GLsizei)name.Len(), name.GetChars());
}
}
void FGLDebug::LabelObjectPtr(void *ptr, const FString &name)
{
if (gl_debug_level != 0)
{
glObjectPtrLabel(ptr, (GLsizei)name.Len(), name.GetChars());
}
}
//-----------------------------------------------------------------------------
//
// Marks which render pass/group is executing commands so that debuggers can
// display this information
//
//-----------------------------------------------------------------------------
void FGLDebug::PushGroup(const FString &name)
{
if (gl_debug_level != 0)
{
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, (GLsizei)name.Len(), name.GetChars());
}
}
void FGLDebug::PopGroup()
{
if (gl_debug_level != 0)
{
glPopDebugGroup();
}
}
//-----------------------------------------------------------------------------
//
// Turns on synchronous debugging on and off based on gl_debug_breakpoint
//
// Allows getting the debugger to break exactly at the OpenGL function emitting
// a message.
//
//-----------------------------------------------------------------------------
void FGLDebug::SetupBreakpointMode()
{
if (mBreakpointMode != gl_debug_breakpoint)
{
if (gl_debug_breakpoint)
{
glDebugMessageCallback(&FGLDebug::DebugCallback, this);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
else
{
glDebugMessageCallback(nullptr, nullptr);
glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
mBreakpointMode = gl_debug_breakpoint;
}
}
//-----------------------------------------------------------------------------
//
// Tells OpenGL which debug messages we are interested in
//
//-----------------------------------------------------------------------------
void FGLDebug::UpdateLoggingLevel()
{
int level = gl_debug_level;
if (level != mCurrentLevel)
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, level > 0);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr, level > 1);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, nullptr, level > 2);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, level > 3);
mCurrentLevel = level;
}
}
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//-----------------------------------------------------------------------------
//
// The log may already contain entries for a debug level we are no longer
// interested in..
//
//-----------------------------------------------------------------------------
bool FGLDebug::IsFilteredByDebugLevel(GLenum severity)
{
int severityLevel = 0;
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH: severityLevel = 1; break;
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case GL_DEBUG_SEVERITY_MEDIUM: severityLevel = 2; break;
case GL_DEBUG_SEVERITY_LOW: severityLevel = 3; break;
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case GL_DEBUG_SEVERITY_NOTIFICATION: severityLevel = 4; break;
}
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return severityLevel > (int)gl_debug_level;
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}
//-----------------------------------------------------------------------------
//
// Prints all logged messages to the console
//
//-----------------------------------------------------------------------------
void FGLDebug::OutputMessageLog()
{
if (mCurrentLevel <= 0)
return;
GLint maxDebugMessageLength = 0;
glGetIntegerv(GL_MAX_DEBUG_MESSAGE_LENGTH, &maxDebugMessageLength);
const int maxMessages = 50;
const int messageLogSize = maxMessages * maxDebugMessageLength;
TArray<GLenum> sources, types, severities;
TArray<GLuint> ids;
TArray<GLsizei> lengths;
TArray<GLchar> messageLog;
sources.Resize(maxMessages);
types.Resize(maxMessages);
severities.Resize(maxMessages);
ids.Resize(maxMessages);
lengths.Resize(maxMessages);
messageLog.Resize(messageLogSize);
while (true)
{
GLuint numMessages = glGetDebugMessageLog(maxMessages, messageLogSize, &sources[0], &types[0], &ids[0], &severities[0], &lengths[0], &messageLog[0]);
if (numMessages <= 0) break;
GLsizei offset = 0;
for (GLuint i = 0; i < numMessages; i++)
{
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if (!IsFilteredByDebugLevel(severities[i]))
PrintMessage(sources[i], types[i], ids[i], severities[i], lengths[i], &messageLog[offset]);
offset += lengths[i];
}
}
}
//-----------------------------------------------------------------------------
//
// Print a single message to the console
//
//-----------------------------------------------------------------------------
void FGLDebug::PrintMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
{
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if (type == GL_DEBUG_TYPE_PUSH_GROUP || type == GL_DEBUG_TYPE_POP_GROUP)
return;
const int maxMessages = 50;
static int messagesPrinted = 0;
if (messagesPrinted > maxMessages)
return;
FString msg(message, length);
static std::set<std::string> seenMessages;
bool alreadySeen = !seenMessages.insert(msg.GetChars()).second;
if (alreadySeen)
return;
messagesPrinted++;
if (messagesPrinted == maxMessages)
{
Printf("Max OpenGL debug messages reached. Suppressing further output.\n");
}
else if (messagesPrinted < maxMessages)
{
FString sourceStr = SourceToString(source);
FString typeStr = TypeToString(type);
FString severityStr = SeverityToString(severity);
if (type != GL_DEBUG_TYPE_OTHER)
Printf("[%s] %s, %s: %s\n", sourceStr.GetChars(), severityStr.GetChars(), typeStr.GetChars(), msg.GetChars());
else
Printf("[%s] %s: %s\n", sourceStr.GetChars(), severityStr.GetChars(), msg.GetChars());
}
}
//-----------------------------------------------------------------------------
//
// OpenGL callback function used when synchronous debugging is enabled
//
//-----------------------------------------------------------------------------
void FGLDebug::DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
{
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if (IsFilteredByDebugLevel(severity))
return;
PrintMessage(source, type, id, severity, length, message);
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if (severity != GL_DEBUG_SEVERITY_NOTIFICATION)
{
#ifdef _MSC_VER
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DebugBreak();
#else
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raise(SIGTRAP);
#endif
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}
}
//-----------------------------------------------------------------------------
//
// Enum to string helpers
//
//-----------------------------------------------------------------------------
FString FGLDebug::SourceToString(GLenum source)
{
FString s;
switch (source)
{
case GL_DEBUG_SOURCE_API: s = "api"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: s = "window system"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: s = "shader compiler"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: s = "third party"; break;
case GL_DEBUG_SOURCE_APPLICATION: s = "application"; break;
case GL_DEBUG_SOURCE_OTHER: s = "other"; break;
default: s.Format("%d", (int)source);
}
return s;
}
FString FGLDebug::TypeToString(GLenum type)
{
FString s;
switch (type)
{
case GL_DEBUG_TYPE_ERROR: s = "error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: s = "deprecated"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: s = "undefined"; break;
case GL_DEBUG_TYPE_PORTABILITY: s = "portability"; break;
case GL_DEBUG_TYPE_PERFORMANCE: s = "performance"; break;
case GL_DEBUG_TYPE_MARKER: s = "marker"; break;
case GL_DEBUG_TYPE_PUSH_GROUP: s = "push group"; break;
case GL_DEBUG_TYPE_POP_GROUP: s = "pop group"; break;
case GL_DEBUG_TYPE_OTHER: s = "other"; break;
default: s.Format("%d", (int)type);
}
return s;
}
FString FGLDebug::SeverityToString(GLenum severity)
{
FString s;
switch (severity)
{
case GL_DEBUG_SEVERITY_LOW: s = "low severity"; break;
case GL_DEBUG_SEVERITY_MEDIUM: s = "medium severity"; break;
case GL_DEBUG_SEVERITY_HIGH: s = "high severity"; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: s = "notification"; break;
default: s.Format("%d", (int)severity);
}
return s;
}