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GL Debug Output Message Callback Guide
// This is free and unencumbered software released into the public domain.
//
// Anyone is free to copy, modify, publish, use, compile, sell, or distribute
// this software, either in source code form or as a compiled binary, for any
// purpose, commercial or non-commercial, and by any means.
//
// In jurisdictions that recognize copyright laws, the author or authors of this
// software dedicate any and all copyright interest in the software to the
// public domain. We make this dedication for the benefit of the public at large
// and to the detriment of our heirs and successors. We intend this dedication
// to be an overt act of relinquishment in perpetuity of all present and future
// rights to this software under copyright law.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
// ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
// For more information, please refer to <http://unlicense.org/>
// REQUIREMENTS: OpenGL version with the KHR_debug extension available.
// Callback function for printing debug statements
void APIENTRY GLDebugMessageCallback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length,
const GLchar *msg, const void *data)
{
char* _source;
char* _type;
char* _severity;
switch (source) {
case GL_DEBUG_SOURCE_API:
_source = "API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
_source = "WINDOW SYSTEM";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
_source = "SHADER COMPILER";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
_source = "THIRD PARTY";
break;
case GL_DEBUG_SOURCE_APPLICATION:
_source = "APPLICATION";
break;
case GL_DEBUG_SOURCE_OTHER:
_source = "UNKNOWN";
break;
default:
_source = "UNKNOWN";
break;
}
switch (type) {
case GL_DEBUG_TYPE_ERROR:
_type = "ERROR";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
_type = "DEPRECATED BEHAVIOR";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
_type = "UDEFINED BEHAVIOR";
break;
case GL_DEBUG_TYPE_PORTABILITY:
_type = "PORTABILITY";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
_type = "PERFORMANCE";
break;
case GL_DEBUG_TYPE_OTHER:
_type = "OTHER";
break;
case GL_DEBUG_TYPE_MARKER:
_type = "MARKER";
break;
default:
_type = "UNKNOWN";
break;
}
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
_severity = "HIGH";
break;
case GL_DEBUG_SEVERITY_MEDIUM:
_severity = "MEDIUM";
break;
case GL_DEBUG_SEVERITY_LOW:
_severity = "LOW";
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
_severity = "NOTIFICATION";
break;
default:
_severity = "UNKNOWN";
break;
}
printf("%d: %s of %s severity, raised from %s: %s\n",
id, _type, _severity, _source, msg);
}
// =============== INIT DEBUG OUTPUT ================
// The following function calls should be made directly after OpenGL
// initialization.
// Enable the debugging layer of OpenGL
//
// GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
// GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint
// can be placed on the callback in order to get a stacktrace for the GL error.
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
// Set the function that will be triggered by the callback, the second parameter
// is the data parameter of the callback, it can be useful for different
// contexts but isn't necessary for our simple use case.
glDebugMessageCallback(GLDebugMessageCallback, NULL);
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