Forked from liam-middlebrook/GLDebugMessageCallback.c
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December 5, 2018 02:28
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GL Debug Output Message Callback Guide
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// 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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