mesa: Add support for GL_ARB_debug_output with dynamic ID allocation.

We can emit messages now without always having to use the same ID for
each, or having a giant table of all possible errors in mtypes.h.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Eric Anholt
2013-02-22 10:43:40 -08:00
parent 7beb93456d
commit 3025680578
2 changed files with 60 additions and 4 deletions

View File

@@ -36,8 +36,11 @@
#include "hash.h"
#include "mtypes.h"
#include "version.h"
#include "hash_table.h"
#include "glapi/glthread.h"
_glthread_DECLARE_STATIC_MUTEX(DynamicIDMutex);
static GLuint NextDynamicID = 1;
struct gl_debug_severity
{
@@ -107,6 +110,30 @@ gl_enum_to_debug_severity(GLenum e)
return i;
}
/**
* Handles generating a GL_ARB_debug_output message ID generated by the GL or
* GLSL compiler.
*
* The GL API has this "ID" mechanism, where the intention is to allow a
* client to filter in/out messages based on source, type, and ID. Of course,
* building a giant enum list of all debug output messages that Mesa might
* generate is ridiculous, so instead we have our caller pass us a pointer to
* static storage where the ID should get stored. This ID will be shared
* across all contexts for that message (which seems like a desirable
* property, even if it's not expected by the spec), but note that it won't be
* the same between executions if messages aren't generated in the same order.
*/
static void
debug_get_id(GLuint *id)
{
if (!(*id)) {
_glthread_LOCK_MUTEX(DynamicIDMutex);
if (!(*id))
*id = NextDynamicID++;
_glthread_UNLOCK_MUTEX(DynamicIDMutex);
}
}
/*
* We store a bitfield in the hash table, with five possible values total.
*
@@ -682,8 +709,8 @@ _mesa_free_errors_data(struct gl_context *ctx)
/* Tear down state for filtering debug messages. */
for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++)
for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++) {
_mesa_HashDeleteAll(ClientIDs->Namespaces[s][t].IDs, do_nothing, NULL);
_mesa_DeleteHashTable(ClientIDs->Namespaces[s][t].IDs);
_mesa_HashDeleteAll(ctx->Debug.Namespaces[s][t].IDs, do_nothing, NULL);
_mesa_DeleteHashTable(ctx->Debug.Namespaces[s][t].IDs);
for (sev = 0; sev < MESA_DEBUG_SEVERITY_COUNT; sev++) {
struct simple_node *node, *tmp;
struct gl_debug_severity *entry;
@@ -859,6 +886,27 @@ should_output(struct gl_context *ctx, GLenum error, const char *fmtString)
return GL_FALSE;
}
void
_mesa_gl_debug(struct gl_context *ctx,
GLuint *id,
enum mesa_debug_type type,
enum mesa_debug_severity severity,
const char *fmtString, ...)
{
char s[MAX_DEBUG_MESSAGE_LENGTH];
int len;
va_list args;
debug_get_id(id);
va_start(args, fmtString);
len = _mesa_vsnprintf(s, MAX_DEBUG_MESSAGE_LENGTH, fmtString, args);
va_end(args);
_mesa_log_msg(ctx, MESA_DEBUG_SOURCE_API, type,
*id, severity, len, s);
}
/**
* Record an OpenGL state error. These usually occur when the user