mutter/clutter/cogl/cogl/cogl-debug.c

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/*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib/gi18n-lib.h>
#include "cogl-debug.h"
#ifdef COGL_ENABLE_DEBUG
static const GDebugKey cogl_debug_keys[] = {
{ "misc", COGL_DEBUG_MISC },
{ "texture", COGL_DEBUG_TEXTURE },
{ "material", COGL_DEBUG_MATERIAL },
{ "shader", COGL_DEBUG_SHADER },
{ "offscreen", COGL_DEBUG_OFFSCREEN },
{ "draw", COGL_DEBUG_DRAW },
{ "pango", COGL_DEBUG_PANGO },
{ "rectangles", COGL_DEBUG_RECTANGLES },
{ "handle", COGL_DEBUG_HANDLE },
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
{ "blend-strings", COGL_DEBUG_BLEND_STRINGS },
{ "disable-batching", COGL_DEBUG_DISABLE_BATCHING },
{ "client-side-matrices", COGL_DEBUG_FORCE_CLIENT_SIDE_MATRICES },
{ "disable-vbos", COGL_DEBUG_DISABLE_VBOS },
{ "journal", COGL_DEBUG_JOURNAL },
{ "batching", COGL_DEBUG_BATCHING },
{ "disable-software-transform", COGL_DEBUG_DISABLE_SOFTWARE_TRANSFORM },
{ "matrices", COGL_DEBUG_MATRICES }
};
static const gint n_cogl_debug_keys = G_N_ELEMENTS (cogl_debug_keys);
#endif /* COGL_ENABLE_DEBUG */
guint cogl_debug_flags = 0;
#ifdef COGL_ENABLE_DEBUG
static gboolean
cogl_arg_debug_cb (const char *key,
const char *value,
gpointer user_data)
{
cogl_debug_flags |=
g_parse_debug_string (value,
cogl_debug_keys,
n_cogl_debug_keys);
return TRUE;
}
static gboolean
cogl_arg_no_debug_cb (const char *key,
const char *value,
gpointer user_data)
{
cogl_debug_flags &=
~g_parse_debug_string (value,
cogl_debug_keys,
n_cogl_debug_keys);
return TRUE;
}
#endif /* CLUTTER_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 =
g_parse_debug_string (env_string,
cogl_debug_keys,
n_cogl_debug_keys);
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;
}