- support create OpenGL debug context in OpenGL 4.3

This commit is contained in:
warzes 2021-10-18 11:32:14 +10:00
parent ccf4329792
commit e088e7f997
2 changed files with 60 additions and 1 deletions

View File

@ -498,7 +498,9 @@ typedef enum {
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
FLAG_INTERLACED_HINT = 0x00010000, // Set to try enabling interlaced video format (for V3D)
FLAG_OPENGL_DEBUG = 0x00004000, // Set to support GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
FLAG_OPENGL_DEBUG_SYNC = 0x00008000 // Set to support GL_DEBUG_OUTPUT_SYNCHRONOUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error.
} ConfigFlags;
// Trace log level

View File

@ -3614,6 +3614,41 @@ int GetTouchPointCount(void)
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_43) && defined(PLATFORM_DESKTOP)
static void GLAPIENTRY DebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param)
{
const char* msgSource = NULL;
switch (source)
{
case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
}
const char* msgType = NULL;
switch (type)
{
case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
}
const char* msgSeverity = "DEFAULT";
switch (severity)
{
case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
}
TRACELOG(LOG_WARNING, "OpenGL Debug Message: %s, type = %s, source = %s, severity = %s", message, msgType, msgSource, msgSeverity);
}
#endif // GRAPHICS_API_OPENGL_43 && PLATFORM_DESKTOP
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
@ -3764,6 +3799,14 @@ static bool InitGraphicsDevice(int width, int height)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE);
#if defined(GRAPHICS_API_OPENGL_43) && defined(PLATFORM_DESKTOP)
// Enable OpenGl Debug Context
if ((CORE.Window.flags & FLAG_OPENGL_DEBUG) || (CORE.Window.flags & FLAG_OPENGL_DEBUG_SYNC))
{
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
}
#endif // GRAPHICS_API_OPENGL_43 && PLATFORM_DESKTOP
}
else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
@ -4314,6 +4357,20 @@ static bool InitGraphicsDevice(int width, int height)
rlLoadExtensions(eglGetProcAddress);
#endif
#if defined(GRAPHICS_API_OPENGL_43) && defined(PLATFORM_DESKTOP)
if (glDebugMessageCallback != NULL)
{
if ((CORE.Window.flags & FLAG_OPENGL_DEBUG) || (CORE.Window.flags & FLAG_OPENGL_DEBUG_SYNC))
{
glDebugMessageCallback(DebugMessageCallback, 0);
// GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
// GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error.
if (CORE.Window.flags & FLAG_OPENGL_DEBUG) glEnable(GL_DEBUG_OUTPUT);
if (CORE.Window.flags & FLAG_OPENGL_DEBUG_SYNC) glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
}
#endif
int fbWidth = CORE.Window.screen.width;
int fbHeight = CORE.Window.screen.height;