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