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@@ -17,9 +17,9 @@ Status
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Version
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Last Modified Date: May 29, 2006
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Author Revision: 0.1
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$Date: 2006/05/30 09:35:36 $ $Revision: 1.1 $
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Last Modified Date: July 30, 2006
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Author Revision: 0.2
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$Date: 2006/07/30 14:28:38 $ $Revision: 1.2 $
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Number
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@@ -27,16 +27,26 @@ Number
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Dependencies
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OpenGL 1.5 is required.
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OpenGL 1.0 is required.
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The ARB_shader_objects extension is required.
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The ARB_shading_language_100 extension is required.
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The extension is written against the OpenGL 1.5 specification.
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ARB_shading_language_100 is required.
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ARB_shader_objects is required.
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The extension is written against the OpenGL Shading Language
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1.10 Specification.
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The extension is written against the OpenGL Shading Language 1.10
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Specification.
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Overview
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TBD
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This extension introduces a debug object that can be attached to
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a program object to enable debugging. Vertex and/or fragment shader,
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during execution, issue diagnostic function calls that are logged
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to the debug object's log. A separate debug log for each shader type
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is maintained. A debug object can be attached, detached and queried
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at any time outside the Begin/End pair. Multiple debug objects can
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be attached to a single program object.
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IP Status
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@@ -48,7 +58,13 @@ Issues
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New Procedures and Functions
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TBD
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handleARB CreateDebugObjectMESA(void)
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void ClearDebugLogMESA(handleARB obj, enum logType, enum shaderType)
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void GetDebugLogMESA(handleARB obj, enum logType, enum shaderType,
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sizei maxLength, sizei *length,
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charARB *debugLog)
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sizei GetDebugLogLengthMESA(handleARB obj, enum logType,
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enum shaderType)
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New Types
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@@ -56,7 +72,15 @@ New Types
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New Tokens
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TBD
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Returned by the <params> parameter of GetObjectParameter{fi}vARB:
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DEBUG_OBJECT_MESA 0x8759
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Accepted by the <logType> argument of ClearDebugLogMESA,
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GetDebugLogLengthMESA and GetDebugLogMESA:
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DEBUG_PRINT_MESA 0x875A
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DEBUG_ASSERT_MESA 0x875B
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Additions to Chapter 2 of the OpenGL 1.5 Specification
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(OpenGL Operation)
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@@ -128,31 +152,75 @@ Additions to Chapter 8 of the OpenGL Shading Language 1.10 Specification
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Debug functions are available to both fragment and vertex shaders.
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They are used to track the execution of a shader by logging
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passed-in arguments to the shader's info log. That values can be
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retrieved and validated by the application after shader execution
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passed-in arguments to the debug object's log. Those values can be
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retrieved by the application for inspection after shader execution
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is complete.
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void printMESA(const float value);
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void printMESA(const int value);
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void printMESA(const bool value);
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void printMESA(const vec2 value);
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void printMESA(const vec3 value);
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void printMESA(const vec4 value);
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void printMESA(const ivec2 value);
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void printMESA(const ivec3 value);
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void printMESA(const ivec4 value);
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void printMESA(const bvec2 value);
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void printMESA(const bvec3 value);
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void printMESA(const bvec4 value);
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void printMESA(const mat2 value);
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void printMESA(const mat3 value);
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void printMESA(const mat4 value);
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void printMESA(const sampler1D value);
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void printMESA(const sampler2D value);
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void printMESA(const sampler3D value);
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void printMESA(const samplerCube value);
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void printMESA(const sampler1DShadow value);
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void printMESA(const sampler2DShadow value);
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The text, if any, produced by any of these functions is appended
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to each debug object that is attached to the program object.
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There are different debug log types
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Add a new section 8.10.1 "Print Function":
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The following printMESA prototypes are available.
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void printMESA(const float value)
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void printMESA(const int value)
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void printMESA(const bool value)
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void printMESA(const vec2 value)
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void printMESA(const vec3 value)
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void printMESA(const vec4 value)
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void printMESA(const ivec2 value)
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void printMESA(const ivec3 value)
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void printMESA(const ivec4 value)
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void printMESA(const bvec2 value)
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void printMESA(const bvec3 value)
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void printMESA(const bvec4 value)
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void printMESA(const mat2 value)
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void printMESA(const mat3 value)
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void printMESA(const mat4 value)
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void printMESA(const sampler1D value)
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void printMESA(const sampler2D value)
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void printMESA(const sampler3D value)
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void printMESA(const samplerCube value)
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void printMESA(const sampler1DShadow value)
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void printMESA(const sampler2DShadow value)
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The printMESA function writes the argument <value> to the "debug
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print log" (XXX DEBUG_PRINT_MESA?). Each component is written in
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text format (XXX format!) and is delimited by a white space (XXX 1
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or more?).
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Add a new section 8.10.2 "Assert Function":
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The following assertMESA prototypes are available.
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void assertMESA(const bool condition)
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void assertMESA(const bool condition, const int cookie)
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void assertMESA(const bool condition, const int cookie,
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const int file, const int line)
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The assertMESA function checks if the argument <condition> is
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true or false. If it is true, nothing happens. If it is false,
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a diagnostic message is written to the "debug assert log".
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The message contains the argument <file>, <line>, <cookie> and
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implementation dependent double-quoted string, each of this
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delimited by a white space. If the argument <cookie> is not present,
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it is meant as if it was of value 0. If the arguments <file> and
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<line> are not present, they are meant as if they were of values
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__FILE__ and __LINE__, respectively. The following three calls
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produce the same output, assuming they were issued from the same
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file and line.
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assertMESA (false);
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assertMESA (false, 0);
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assertMESA (false, 0, __FILE__, __LINE__);
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The diagnostic message examples follow.
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1 89 0 ""
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1 45 333 "all (lessThanEqual (fragColor, vec4 (1.0)))"
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1 66 1 "assertion failed in file 1, line 66, cookie 1"
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Additions to Chapter 9 of the OpenGL Shading Language 1.10 Specification
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(Shading Language Grammar)
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@@ -192,3 +260,6 @@ Revision History
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29 May 2006
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Initial draft. (Michal Krol)
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30 July 2006
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Add Overview, New Procedures and Functions, New Tokens sections.
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Add sections 8.10.1, 8.10.2 to GLSL spec.
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