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182 lines
5.8 KiB
182 lines
5.8 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#ifndef GLMDEBUG_H
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#define GLMDEBUG_H
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#include "tier0/platform.h"
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#if defined( OSX )
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#include <stdarg.h>
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#endif
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// include this anywhere you need to be able to compile-out code related specifically to GLM debugging.
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// we expect DEBUG to be driven by the build system so you can include this header anywhere.
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// when we come out, GLMDEBUG will be defined to a value - 0, 1, or 2
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// 0 means no GLM debugging is possible
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// 1 means it's possible and resulted from being a debug build
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// 2 means it's possible and resulted from being manually forced on for a release build
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#ifdef POSIX
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#ifndef GLMDEBUG
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#ifdef DEBUG
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#define GLMDEBUG 1 // normally 1 here, testing
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#else
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// #define GLMDEBUG 2 // don't check this in enabled..
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#endif
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#ifndef GLMDEBUG
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#define GLMDEBUG 0
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#endif
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#endif
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#else
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#ifndef GLMDEBUG
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#define GLMDEBUG 0
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#endif
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#endif
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//===============================================================================
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// debug channels
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enum EGLMDebugChannel
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{
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ePrintf,
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eDebugger,
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eGLProfiler
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};
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#if GLMDEBUG
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// make all these prototypes disappear in non GLMDEBUG
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void GLMDebugInitialize( bool forceReinit=false );
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bool GLMDetectOGLP( void );
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bool GLMDetectGDB( void );
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uint GLMDetectAvailableChannels( void );
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uint GLMDebugChannelMask( uint *newValue = NULL );
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// note that GDB and OGLP can both come and go during run - forceCheck will allow that to be detected.
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// mask returned is in form of 1<<n, n from EGLMDebugChannel
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#endif
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//===============================================================================
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// debug message flavors
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enum EGLMDebugFlavor
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{
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eAllFlavors, // 0
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eDebugDump, // 1 debug dump flavor -D-
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eTenure, // 2 code tenures > <
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eComment, // 3 one off messages ---
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eMatrixData, // 4 matrix data -M-
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eShaderData, // 5 shader data (params) -S-
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eFrameBufData, // 6 FBO data (attachments) -F-
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eDXStuff, // 7 dxabstract spew -X-
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eAllocations, // 8 tracking allocs and frees -A-
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eSlowness, // 9 slow things happening (srgb flips..) -Z-
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eDefaultFlavor, // not specified (no marker)
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eFlavorCount
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};
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uint GLMDebugFlavorMask( uint *newValue = NULL );
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// make all these prototypes disappear in non GLMDEBUG
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#if GLMDEBUG
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// these are unconditional outputs, they don't interrogate the string
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void GLMStringOut( const char *string );
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void GLMStringOutIndented( const char *string, int indentColumns );
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#ifdef TOGL_DLL_EXPORT
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// these will look at the string to guess its flavor: <, >, ---, -M-, -S-
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DLL_EXPORT void GLMPrintfVA( const char *fmt, va_list vargs );
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DLL_EXPORT void GLMPrintf( const char *fmt, ... );
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#else
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DLL_IMPORT void GLMPrintfVA( const char *fmt, va_list vargs );
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DLL_IMPORT void GLMPrintf( const char *fmt, ... );
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#endif
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// these take an explicit flavor with a default value
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void GLMPrintStr( const char *str, EGLMDebugFlavor flavor = eDefaultFlavor );
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#define GLMPRINTTEXT_NUMBEREDLINES 0x80000000
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void GLMPrintText( const char *str, EGLMDebugFlavor flavor = eDefaultFlavor, uint options=0 ); // indent each newline
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int GLMIncIndent( int indentDelta );
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int GLMGetIndent( void );
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void GLMSetIndent( int indent );
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#endif
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// helpful macro if you are in a position to call GLM functions directly (i.e. you live in materialsystem / shaderapidx9)
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#if GLMDEBUG
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#define GLMPRINTF(args) GLMPrintf args
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#define GLMPRINTSTR(args) GLMPrintStr args
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#define GLMPRINTTEXT(args) GLMPrintText args
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#else
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#define GLMPRINTF(args)
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#define GLMPRINTSTR(args)
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#define GLMPRINTTEXT(args)
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#endif
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//===============================================================================
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// knob twiddling
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#ifdef TOGL_DLL_EXPORT
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DLL_EXPORT float GLMKnob( char *knobname, float *setvalue ); // Pass NULL to not-set the knob value
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DLL_EXPORT float GLMKnobToggle( char *knobname );
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#else
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DLL_IMPORT float GLMKnob( char *knobname, float *setvalue ); // Pass NULL to not-set the knob value
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DLL_IMPORT float GLMKnobToggle( char *knobname );
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#endif
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//===============================================================================
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// other stuff
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#if GLMDEBUG
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void GLMTriggerDebuggerBreak();
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inline void GLMDebugger( void )
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{
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if (GLMDebugChannelMask() & (1<<eDebugger))
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{
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DebuggerBreak();
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}
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if (GLMDebugChannelMask() & (1<<eGLProfiler))
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{
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GLMTriggerDebuggerBreak();
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}
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}
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#else
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#define GLMDebugger() do { } while(0)
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#endif
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// helpers for CGLSetOption - no op if no profiler
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void GLMProfilerClearTrace( void );
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void GLMProfilerEnableTrace( bool enable );
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// helpers for CGLSetParameter - no op if no profiler
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void GLMProfilerDumpState( void );
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void CheckGLError( int line );
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#endif // GLMDEBUG_H
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