OpenGL object labels and debug groups

This commit is contained in:
Magnus Norddahl 2016-08-17 23:18:47 +02:00
commit d380d765c9
13 changed files with 133 additions and 32 deletions

View file

@ -59,6 +59,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
@ -127,6 +128,8 @@ void FGLRenderer::BloomScene()
if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
return;
FGLDebug::PushGroup("BloomScene");
FGLPostProcessState savedState;
const float blurAmount = gl_bloom_amount;
@ -196,6 +199,8 @@ void FGLRenderer::BloomScene()
mBloomCombineShader->BloomTexture.Set(0);
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
@ -209,6 +214,8 @@ void FGLRenderer::TonemapScene()
if (gl_tonemap == 0 || !FGLRenderBuffers::IsEnabled())
return;
FGLDebug::PushGroup("TonemapScene");
FGLPostProcessState savedState;
mBuffers->BindNextFB();
@ -218,6 +225,8 @@ void FGLRenderer::TonemapScene()
mTonemapShader->Exposure.Set(mCameraExposure);
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
@ -231,6 +240,8 @@ void FGLRenderer::LensDistortScene()
if (gl_lens == 0 || !FGLRenderBuffers::IsEnabled())
return;
FGLDebug::PushGroup("LensDistortScene");
float k[4] =
{
gl_lens_k,
@ -272,6 +283,8 @@ void FGLRenderer::LensDistortScene()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
@ -283,6 +296,7 @@ void FGLRenderer::LensDistortScene()
void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
{
m2DDrawer->Flush(); // draw all pending 2D stuff before copying the buffer
FGLDebug::PushGroup("CopyToBackbuffer");
if (FGLRenderBuffers::IsEnabled())
{
FGLPostProcessState savedState;
@ -327,6 +341,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
FGLPostProcessState savedState;
ClearBorders();
}
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------