forked from AuroraMiddleware/gtk
gsk: Add debugging notes to ShaderBuilder
Print out the generated shader and the list of available uniforms and attributes.
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28b490f14f
commit
8bb0c9a226
@ -2,6 +2,8 @@
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#include "gskshaderbuilderprivate.h"
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#include "gskdebugprivate.h"
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#include <gdk/gdk.h>
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#include <epoxy/gl.h>
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@ -194,6 +196,8 @@ gsk_shader_builder_compile_shader (GskShaderBuilder *builder,
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return -1;
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}
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g_string_append_c (code, '\n');
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if (!lookup_shader_code (code, builder->resource_base_path, shader_source, error))
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{
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g_string_free (code, TRUE);
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@ -206,6 +210,16 @@ gsk_shader_builder_compile_shader (GskShaderBuilder *builder,
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glShaderSource (shader_id, 1, (const GLchar **) &source, NULL);
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glCompileShader (shader_id);
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#ifdef G_ENABLE_DEBUG
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if (GSK_DEBUG_CHECK (OPENGL))
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{
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g_print ("*** Compiling %s shader ***\n"
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"%s\n",
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shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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source);
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}
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#endif
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g_free (source);
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glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
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@ -311,6 +325,30 @@ gsk_shader_builder_create_program (GskShaderBuilder *builder,
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builder->program_id = program_id;
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#ifdef G_ENABLE_DEBUG
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if (GSK_DEBUG_CHECK (OPENGL))
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{
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GHashTableIter iter;
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gpointer name_p, location_p;
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g_hash_table_iter_init (&iter, builder->uniform_locations);
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while (g_hash_table_iter_next (&iter, &name_p, &location_p))
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{
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g_print ("Uniform '%s' - location: %d\n",
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g_quark_to_string (GPOINTER_TO_INT (name_p)),
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GPOINTER_TO_INT (location_p));
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}
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g_hash_table_iter_init (&iter, builder->attribute_locations);
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while (g_hash_table_iter_next (&iter, &name_p, &location_p))
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{
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g_print ("Attribute '%s' - location: %d\n",
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g_quark_to_string (GPOINTER_TO_INT (name_p)),
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GPOINTER_TO_INT (location_p));
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}
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}
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#endif
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out:
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glDetachShader (program_id, vertex_id);
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glDetachShader (program_id, fragment_id);
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