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GLES: Use debug groups for render steps.
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00656a2d8d
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356468fe83
@ -56,6 +56,8 @@ void GLQueueRunner::CreateDeviceObjects() {
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populate(GL_EXTENSIONS);
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}
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CHECK_GL_ERROR_IF_DEBUG();
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useDebugGroups_ = !gl_extensions.IsGLES && gl_extensions.VersionGEThan(4, 3);
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}
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void GLQueueRunner::DestroyDeviceObjects() {
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@ -132,6 +134,11 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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return;
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}
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#if !defined(USING_GLES2)
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if (useDebugGroups_)
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glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 1, -1, "InitSteps");
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#endif
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CHECK_GL_ERROR_IF_DEBUG();
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glActiveTexture(GL_TEXTURE0);
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GLuint boundTexture = (GLuint)-1;
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@ -379,6 +386,14 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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WARN_LOG(G3D, "Got an error after init: %08x (%s)", err, GLEnumToString(err).c_str());
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#if !defined(USING_GLES2)
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if (useDebugGroups_)
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glPopDebugGroup();
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#endif
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}
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void GLQueueRunner::InitCreateFramebuffer(const GLRInitStep &step) {
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@ -598,6 +613,12 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCal
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size_t renderCount = 0;
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for (size_t i = 0; i < steps.size(); i++) {
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const GLRStep &step = *steps[i];
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#if !defined(USING_GLES2)
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if (useDebugGroups_)
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glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, (GLuint)i + 10000, -1, step.tag);
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#endif
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switch (step.stepType) {
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case GLRStepType::RENDER:
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renderCount++;
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@ -621,6 +642,12 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCal
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Crash();
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break;
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}
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#if !defined(USING_GLES2)
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if (useDebugGroups_)
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glPopDebugGroup();
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#endif
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delete steps[i];
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}
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CHECK_GL_ERROR_IF_DEBUG();
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@ -421,4 +421,5 @@ private:
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std::unordered_map<int, std::string> glStrings_;
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bool sawOutOfMemory_ = false;
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bool useDebugGroups_ = false;
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};
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