Added support for controlling the frequency of checking for OpenGL errors
via: enum CheckForGLErrors { /** NEVER_CHECK_GL_ERRORS hints that OpenGL need not be checked for, this is the fastest option since checking for errors does incurr a small overhead.*/ NEVER_CHECK_GL_ERRORS, /** ONCE_PER_FRAME means that OpenGl errors will be checked for once per frame, the overhead is still small, but at least OpenGL errors that are occurring will be caught, the reporting isn't fine grained enough for debugging purposes.*/ ONCE_PER_FRAME, /** ONCE_PER_ATTRIBUTE means that OpenGL errors will be checked for after every attribute is applied, allow errors to be directly associated with particular operations which makes debugging much easier.*/ ONCE_PER_ATTRIBUTE }; /** Set whether and how often OpenGL errors should be checked for.*/ void setCheckForGLErrors(CheckForGLErrors check) { _checkGLErrors = check; } /** Get whether and how often OpenGL errors should be checked for.*/ CheckForGLErrors getCheckForGLErrors() const { return _checkGLErrors; }
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@ -708,8 +708,26 @@ class OSG_EXPORT State : public Referenced
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* if true steps should be taken to complete rendering early.*/
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bool getAbortRendering() const { return _abortRenderingPtr!=0?(*_abortRenderingPtr):false; }
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void setReportGLErrors(bool flag) { _reportGLErrors = flag; }
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bool getReportGLErrors() const { return _reportGLErrors; }
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enum CheckForGLErrors
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{
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/** NEVER_CHECK_GL_ERRORS hints that OpenGL need not be checked for, this
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is the fastest option since checking for errors does incurr a small overhead.*/
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NEVER_CHECK_GL_ERRORS,
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/** ONCE_PER_FRAME means that OpenGl errors will be checked for once per
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frame, the overhead is still small, but at least OpenGL errors that are occurring
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will be caught, the reporting isn't fine grained enough for debugging purposes.*/
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ONCE_PER_FRAME,
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/** ONCE_PER_ATTRIBUTE means that OpenGL errors will be checked for after
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every attribute is applied, allow errors to be directly associated with
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particular operations which makes debugging much easier.*/
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ONCE_PER_ATTRIBUTE
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};
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/** Set whether and how often OpenGL errors should be checked for.*/
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void setCheckForGLErrors(CheckForGLErrors check) { _checkGLErrors = check; }
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/** Get whether and how often OpenGL errors should be checked for.*/
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CheckForGLErrors getCheckForGLErrors() const { return _checkGLErrors; }
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bool checkGLErrors(const char* str) const;
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bool checkGLErrors(StateAttribute::GLMode mode) const;
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@ -732,7 +750,7 @@ class OSG_EXPORT State : public Referenced
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ref_ptr<DisplaySettings> _displaySettings;
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bool* _abortRenderingPtr;
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bool _reportGLErrors;
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CheckForGLErrors _checkGLErrors;
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struct ModeStack
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{
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@ -827,7 +845,7 @@ class OSG_EXPORT State : public Referenced
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if (enabled) glEnable(mode);
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else glDisable(mode);
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if (_reportGLErrors) checkGLErrors(mode);
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(mode);
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return true;
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}
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@ -846,7 +864,7 @@ class OSG_EXPORT State : public Referenced
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as.last_applied_attribute = attribute;
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attribute->apply(*this);
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if (_reportGLErrors) checkGLErrors(attribute);
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(attribute);
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return true;
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}
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@ -862,7 +880,7 @@ class OSG_EXPORT State : public Referenced
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if (as.global_default_attribute.valid())
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{
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as.global_default_attribute->apply(*this);
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if (_reportGLErrors) checkGLErrors(as.global_default_attribute.get());
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(as.global_default_attribute.get());
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}
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return true;
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}
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@ -28,7 +28,7 @@ State::State()
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_modelView = _identity;
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_abortRenderingPtr = false;
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_reportGLErrors = false;
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_checkGLErrors = ONCE_PER_FRAME;
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_currentActiveTextureUnit=0;
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_currentClientActiveTextureUnit=0;
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@ -247,7 +247,7 @@ void State::captureCurrentState(StateSet& stateset) const
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void State::apply(const StateSet* dstate)
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{
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if (_reportGLErrors) checkGLErrors("start of State::apply(StateSet*)");
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("start of State::apply(StateSet*)");
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// equivilant to:
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//pushStateSet(dstate);
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@ -312,13 +312,13 @@ void State::apply(const StateSet* dstate)
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apply();
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}
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if (_reportGLErrors) checkGLErrors("end of State::apply(StateSet*)");
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("end of State::apply(StateSet*)");
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}
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void State::apply()
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{
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if (_reportGLErrors) checkGLErrors("start of State::apply()");
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("start of State::apply()");
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// go through all active OpenGL modes, enabling/disable where
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// appropriate.
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@ -355,7 +355,7 @@ void State::apply()
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}
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}
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if (_reportGLErrors) checkGLErrors("end of State::apply()");
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("end of State::apply()");
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}
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void State::haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
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@ -938,12 +938,17 @@ void SceneView::draw()
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// re apply the defalt OGL state.
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_state->popAllStateSets();
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GLenum errorNo = glGetError();
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if (errorNo!=GL_NO_ERROR)
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if (_state->getCheckForGLErrors()!=osg::State::NEVER_CHECK_GL_ERRORS)
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{
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osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"'"<< std::endl;
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// go into debug mode of OGL errors.
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_state->setReportGLErrors(true);
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GLenum errorNo = glGetError();
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if (errorNo!=GL_NO_ERROR)
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{
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osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"'"<< std::endl;
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// go into debug mode of OGL error in a fine grained way to help
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// track down OpenGL errors.
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_state->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
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}
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}
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}
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