[debug] Adds a "nop-picking" clutter debug option to NOP _clutter_do_pick()

I've found this is something I do quite often when debugging rendering
problems since its a simple way to wipe out lots of geometry and removes a
lot of unpredictable noise when logging geometry passing through the Cogl
journal.
This commit is contained in:
Robert Bragg 2009-06-11 00:34:00 +01:00
parent 56bc54d242
commit 26d5afd203
2 changed files with 7 additions and 2 deletions

View File

@ -22,7 +22,8 @@ typedef enum {
CLUTTER_DEBUG_SHADER = 1 << 12,
CLUTTER_DEBUG_MULTISTAGE = 1 << 13,
CLUTTER_DEBUG_ANIMATION = 1 << 14,
CLUTTER_DEBUG_LAYOUT = 1 << 15
CLUTTER_DEBUG_LAYOUT = 1 << 15,
CLUTTER_DEBUG_NOP_PICKING = 1 << 16,
} ClutterDebugFlag;
#ifdef CLUTTER_ENABLE_DEBUG

View File

@ -94,7 +94,8 @@ static const GDebugKey clutter_debug_keys[] = {
{ "shader", CLUTTER_DEBUG_SHADER },
{ "multistage", CLUTTER_DEBUG_MULTISTAGE },
{ "animation", CLUTTER_DEBUG_ANIMATION },
{ "layout", CLUTTER_DEBUG_LAYOUT }
{ "layout", CLUTTER_DEBUG_LAYOUT },
{ "nop-picking", CLUTTER_DEBUG_NOP_PICKING }
};
#endif /* CLUTTER_ENABLE_DEBUG */
@ -375,6 +376,9 @@ _clutter_do_pick (ClutterStage *stage,
guint32 id;
GLboolean dither_was_on;
if (clutter_debug_flags & CLUTTER_DEBUG_NOP_PICKING)
return CLUTTER_ACTOR (stage);
context = _clutter_context_get_default ();
_clutter_backend_ensure_context (context->backend, stage);