mutter/cogl/cogl-debug.c

220 lines
7.3 KiB
C
Raw Normal View History

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdlib.h>
#include <glib/gi18n-lib.h>
#include "cogl-debug.h"
#ifdef COGL_ENABLE_DEBUG
/* XXX: If you add a debug option, please also scroll down to
* cogl_arg_debug_cb() and add a "help" description of the option too.
*/
/* NB: Only these options get enabled if COGL_DEBUG=all is
* used since they don't affect the behaviour of Cogl they
* simply print out verbose information */
static const GDebugKey cogl_log_debug_keys[] = {
{ "handle", COGL_DEBUG_HANDLE },
{ "slicing", COGL_DEBUG_SLICING },
{ "atlas", COGL_DEBUG_ATLAS },
{ "blend-strings", COGL_DEBUG_BLEND_STRINGS },
{ "journal", COGL_DEBUG_JOURNAL },
{ "batching", COGL_DEBUG_BATCHING },
{ "matrices", COGL_DEBUG_MATRICES },
{ "draw", COGL_DEBUG_DRAW },
{ "opengl", COGL_DEBUG_OPENGL },
{ "pango", COGL_DEBUG_PANGO },
{ "show-source", COGL_DEBUG_SHOW_SOURCE},
{ "offscreen", COGL_DEBUG_OFFSCREEN },
{ "texture-pixmap", COGL_DEBUG_TEXTURE_PIXMAP },
{ "bitmap", COGL_DEBUG_BITMAP }
};
static const int n_cogl_log_debug_keys =
G_N_ELEMENTS (cogl_log_debug_keys);
static const GDebugKey cogl_behavioural_debug_keys[] = {
{ "rectangles", COGL_DEBUG_RECTANGLES },
{ "disable-batching", COGL_DEBUG_DISABLE_BATCHING },
{ "disable-vbos", COGL_DEBUG_DISABLE_VBOS },
{ "disable-pbos", COGL_DEBUG_DISABLE_PBOS },
{ "disable-software-transform", COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM },
{ "dump-atlas-image", COGL_DEBUG_DUMP_ATLAS_IMAGE },
{ "disable-atlas", COGL_DEBUG_DISABLE_ATLAS },
{ "disable-texturing", COGL_DEBUG_DISABLE_TEXTURING},
{ "disable-arbfp", COGL_DEBUG_DISABLE_ARBFP},
CoglMaterial: Implements sparse materials design This is a complete overhaul of the data structures used to manage CoglMaterial state. We have these requirements that were aiming to meet: (Note: the references to "renderlists" correspond to the effort to support scenegraph level shuffling of Clutter actor primitives so we can minimize GPU state changes) Sparse State: We wanted a design that allows sparse descriptions of state so it scales well as we make CoglMaterial responsible for more and more state. It needs to scale well in terms of memory usage and the cost of operations we need to apply to materials such as comparing, copying and flushing their state. I.e. we would rather have these things scale by the number of real changes a material represents not by how much overall state CoglMaterial becomes responsible for. Cheap Copies: As we add support for renderlists in Clutter we will need to be able to get an immutable handle for a given material's current state so that we can retain a record of a primitive with its associated material without worrying that changes to the original material will invalidate that record. No more flush override options: We want to get rid of the flush overrides mechanism we currently use to deal with texture fallbacks, wrap mode changes and to handle the use of highlevel CoglTextures that need to be resolved into lowlevel textures before flushing the material state. The flush options structure has been expanding in size and the structure is logged with every journal entry so it is not an approach that scales well at all. It also makes flushing material state that much more complex. Weak Materials: Again for renderlists we need a way to create materials derived from other materials but without the strict requirement that modifications to the original material wont affect the derived ("weak") material. The only requirement is that its possible to later check if the original material has been changed. A summary of the new design: A CoglMaterial now basically represents a diff against its parent. Each material has a single parent and a mask of state that it changes. Each group of state (such as the blending state) has an "authority" which is found by walking up from a given material through its ancestors checking the difference mask until a match for that group is found. There is only one root node to the graph of all materials, which is the default material first created when Cogl is being initialized. All the groups of state are divided into two types, such that infrequently changed state belongs in a separate "BigState" structure that is only allocated and attached to a material when necessary. CoglMaterialLayers are another sparse structure. Like CoglMaterials they represent a diff against their parent and all the layers are part of another graph with the "default_layer_0" layer being the root node that Cogl creates during initialization. Copying a material is now basically just a case of slice allocating a CoglMaterial, setting the parent to be the source being copied and zeroing the mask of changes. Flush overrides should now be handled by simply relying on the cheapness of copying a material and making changes to it. (This will be done in a follow on commit) Weak material support will be added in a follow on commit.
2010-04-08 11:21:04 +00:00
{ "disable-glsl", COGL_DEBUG_DISABLE_GLSL},
{ "disable-blending", COGL_DEBUG_DISABLE_BLENDING}
};
static const int n_cogl_behavioural_debug_keys =
G_N_ELEMENTS (cogl_behavioural_debug_keys);
#endif /* COGL_ENABLE_DEBUG */
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
unsigned int cogl_debug_flags = 0;
#ifdef COGL_ENABLE_DEBUG
static unsigned int
_cogl_parse_debug_string (const char *value,
gboolean ignore_help)
{
unsigned int flags = 0;
if (ignore_help && strcmp (value, "help") == 0)
return 0;
/* We don't want to let g_parse_debug_string handle "all" because
* literally enabling all the debug options wouldn't be useful to
* anyone; instead the all option enables all non behavioural
* options.
*/
if (strcmp (value, "all") == 0 ||
strcmp (value, "verbose") == 0)
{
int i;
for (i = 0; i < n_cogl_log_debug_keys; i++)
flags |= cogl_log_debug_keys[i].value;
}
else if (strcmp (value, "help") == 0)
{
g_printerr ("\n\n%28s\n", "Supported debug values:");
#define OPT(NAME, HELP) \
g_printerr ("%28s %s\n", NAME, HELP);
OPT ("handle:", "debug ref counting issues for Cogl objects");
OPT ("slicing:", "debug the creation of texture slices");
OPT ("atlas:", "debug texture atlas management");
OPT ("blend-strings:", "debug blend-string parsing");
OPT ("journal:", "view all geometry passing through the journal");
OPT ("batching:", "show how geometry is being batched in the journal");
OPT ("matrices:", "trace all matrix manipulation");
/* XXX: we should replace the "draw" option its very hand wavy... */
OPT ("draw:", "misc tracing of some drawing operations");
OPT ("pango:", "trace the pango renderer");
OPT ("texture-pixmap:", "trace the Cogl texture pixmap backend");
OPT ("rectangles:", "add wire outlines for all rectangular geometry");
OPT ("disable-batching:", "disable the journal batching");
OPT ("disable-vbos:", "disable use of OpenGL vertex buffer objects");
OPT ("disable-pbos:", "disable use of OpenGL pixel buffer objects");
OPT ("disable-software-transform",
"use the GPU to transform rectangular geometry");
OPT ("dump-atlas-image:", "dump atlas changes to an image file");
OPT ("disable-atlas:", "disable texture atlasing");
OPT ("disable-texturing:", "disable texturing primitives");
OPT ("disable-arbfp:", "disable use of ARBfp");
OPT ("disable-glsl:", "disable use of GLSL");
CoglMaterial: Implements sparse materials design This is a complete overhaul of the data structures used to manage CoglMaterial state. We have these requirements that were aiming to meet: (Note: the references to "renderlists" correspond to the effort to support scenegraph level shuffling of Clutter actor primitives so we can minimize GPU state changes) Sparse State: We wanted a design that allows sparse descriptions of state so it scales well as we make CoglMaterial responsible for more and more state. It needs to scale well in terms of memory usage and the cost of operations we need to apply to materials such as comparing, copying and flushing their state. I.e. we would rather have these things scale by the number of real changes a material represents not by how much overall state CoglMaterial becomes responsible for. Cheap Copies: As we add support for renderlists in Clutter we will need to be able to get an immutable handle for a given material's current state so that we can retain a record of a primitive with its associated material without worrying that changes to the original material will invalidate that record. No more flush override options: We want to get rid of the flush overrides mechanism we currently use to deal with texture fallbacks, wrap mode changes and to handle the use of highlevel CoglTextures that need to be resolved into lowlevel textures before flushing the material state. The flush options structure has been expanding in size and the structure is logged with every journal entry so it is not an approach that scales well at all. It also makes flushing material state that much more complex. Weak Materials: Again for renderlists we need a way to create materials derived from other materials but without the strict requirement that modifications to the original material wont affect the derived ("weak") material. The only requirement is that its possible to later check if the original material has been changed. A summary of the new design: A CoglMaterial now basically represents a diff against its parent. Each material has a single parent and a mask of state that it changes. Each group of state (such as the blending state) has an "authority" which is found by walking up from a given material through its ancestors checking the difference mask until a match for that group is found. There is only one root node to the graph of all materials, which is the default material first created when Cogl is being initialized. All the groups of state are divided into two types, such that infrequently changed state belongs in a separate "BigState" structure that is only allocated and attached to a material when necessary. CoglMaterialLayers are another sparse structure. Like CoglMaterials they represent a diff against their parent and all the layers are part of another graph with the "default_layer_0" layer being the root node that Cogl creates during initialization. Copying a material is now basically just a case of slice allocating a CoglMaterial, setting the parent to be the source being copied and zeroing the mask of changes. Flush overrides should now be handled by simply relying on the cheapness of copying a material and making changes to it. (This will be done in a follow on commit) Weak material support will be added in a follow on commit.
2010-04-08 11:21:04 +00:00
OPT ("disable-blending:", "disable use of blending");
OPT ("show-source:", "show generated ARBfp/GLSL");
OPT ("opengl:", "traces some select OpenGL calls");
OPT ("offscreen:", "debug offscreen support");
g_printerr ("\n%28s\n", "Special debug values:");
OPT ("all:", "Enables all non-behavioural debug options");
OPT ("verbose:", "Enables all non-behavioural debug options");
#undef OPT
exit (1);
}
else
{
flags |=
g_parse_debug_string (value,
cogl_log_debug_keys,
n_cogl_log_debug_keys);
flags |=
g_parse_debug_string (value,
cogl_behavioural_debug_keys,
n_cogl_behavioural_debug_keys);
}
return flags;
}
static gboolean
cogl_arg_debug_cb (const char *key,
const char *value,
gpointer user_data)
{
cogl_debug_flags |= _cogl_parse_debug_string (value, FALSE);
return TRUE;
}
static gboolean
cogl_arg_no_debug_cb (const char *key,
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
const char *value,
gpointer user_data)
{
cogl_debug_flags &= ~_cogl_parse_debug_string (value, TRUE);
return TRUE;
}
#endif /* COGL_ENABLE_DEBUG */
static GOptionEntry cogl_args[] = {
#ifdef COGL_ENABLE_DEBUG
{ "cogl-debug", 0, 0, G_OPTION_ARG_CALLBACK, cogl_arg_debug_cb,
N_("COGL debugging flags to set"), "FLAGS" },
{ "cogl-no-debug", 0, 0, G_OPTION_ARG_CALLBACK, cogl_arg_no_debug_cb,
N_("COGL debugging flags to unset"), "FLAGS" },
#endif /* COGL_ENABLE_DEBUG */
{ NULL, },
};
static gboolean
pre_parse_hook (GOptionContext *context,
GOptionGroup *group,
gpointer data,
GError **error)
{
#ifdef COGL_ENABLE_DEBUG
const char *env_string;
env_string = g_getenv ("COGL_DEBUG");
if (env_string != NULL)
{
cogl_debug_flags |= _cogl_parse_debug_string (env_string, FALSE);
env_string = NULL;
}
#endif /* COGL_ENABLE_DEBUG */
return TRUE;
}
GOptionGroup *
cogl_get_option_group (void)
{
GOptionGroup *group;
group = g_option_group_new ("cogl",
_("COGL Options"),
_("Show COGL options"),
NULL, NULL);
g_option_group_set_parse_hooks (group, pre_parse_hook, NULL);
g_option_group_add_entries (group, cogl_args);
g_option_group_set_translation_domain (group, GETTEXT_PACKAGE);
return group;
}