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[cogl debug] --cogl-debug=rectangles now outlines all cogl rectangles

This makes the #if 0'd debug code that was in _cogl_journal_flush_quad_batch
- which we have repeatedly found usefull for debugging various geometry
issues in Clutter apps - a runtime debug option.

The outline colors rotate in order from red to green to blue which can also
help confirm the order that your geometry really drawn.

The outlines are not affected by the current material state, so if you e.g.
have a blending bug where geometry mysteriously disappears this can confirm
if the underlying rectangles are actually being emitted but blending is
causing them to be invisible.
This commit is contained in:
Robert Bragg 2009-04-17 15:10:55 +01:00
parent 169d472d17
commit ac21e7b182
3 changed files with 13 additions and 12 deletions

View file

@ -6,13 +6,14 @@
G_BEGIN_DECLS
typedef enum {
COGL_DEBUG_MISC = 1 << 0,
COGL_DEBUG_TEXTURE = 1 << 1,
COGL_DEBUG_MATERIAL = 1 << 2,
COGL_DEBUG_SHADER = 1 << 3,
COGL_DEBUG_OFFSCREEN = 1 << 4,
COGL_DEBUG_DRAW = 1 << 5,
COGL_DEBUG_PANGO = 1 << 6
COGL_DEBUG_MISC = 1 << 0,
COGL_DEBUG_TEXTURE = 1 << 1,
COGL_DEBUG_MATERIAL = 1 << 2,
COGL_DEBUG_SHADER = 1 << 3,
COGL_DEBUG_OFFSCREEN = 1 << 4,
COGL_DEBUG_DRAW = 1 << 5,
COGL_DEBUG_PANGO = 1 << 6,
COGL_DEBUG_RECTANGLES = 1 << 7
} CoglDebugFlags;
#ifdef COGL_ENABLE_DEBUG

View file

@ -14,7 +14,8 @@ static const GDebugKey cogl_debug_keys[] = {
{ "shader", COGL_DEBUG_SHADER },
{ "offscreen", COGL_DEBUG_OFFSCREEN },
{ "draw", COGL_DEBUG_DRAW },
{ "pango", COGL_DEBUG_PANGO }
{ "pango", COGL_DEBUG_PANGO },
{ "rectangles", COGL_DEBUG_RECTANGLES }
};
static const gint n_cogl_debug_keys = G_N_ELEMENTS (cogl_debug_keys);

View file

@ -160,11 +160,11 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
/* DEBUGGING CODE XXX:
* Uncommenting this will cause all rectangles to be drawn with a red, green
* This path will cause all rectangles to be drawn with a red, green
* or blue outline with no blending. This may e.g. help with debugging
* texture slicing issues or blending issues, plus it looks quite cool.
*/
#if 0
if (cogl_debug_flags & COGL_DEBUG_RECTANGLES)
{
static CoglHandle outline = COGL_INVALID_HANDLE;
static int color = 0;
@ -172,7 +172,7 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
outline = cogl_material_new ();
cogl_enable (COGL_ENABLE_VERTEX_ARRAY);
for (i = 0; i < batch_len; i++, color = (++color) % 3)
for (i = 0; i < batch_len; i++, color = (color + 1) % 3)
{
cogl_material_set_color4ub (outline,
color == 0 ? 0xff : 0x00,
@ -184,7 +184,6 @@ _cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
GE( glDrawArrays (GL_LINE_LOOP, 4 * i, 4) );
}
}
#endif
}
void