incorporated casey's GL debugging

This commit is contained in:
Allen Webster 2016-05-26 22:07:58 -04:00
parent 399b7aaa23
commit 41bb4cf977
1 changed files with 32 additions and 4 deletions

View File

@ -10,6 +10,9 @@
// TOP // TOP
#include "4coder_default_bindings.cpp" #include "4coder_default_bindings.cpp"
#undef exec_command
#undef exec_command_keep_stack
#undef clear_parameters
#include "4ed_config.h" #include "4ed_config.h"
@ -28,10 +31,6 @@
#include <stdlib.h> #include <stdlib.h>
#undef exec_command
#undef exec_command_keep_stack
#undef clear_parameters
#include "4ed_system.h" #include "4ed_system.h"
#include "4ed_rendering.h" #include "4ed_rendering.h"
#include "4ed.h" #include "4ed.h"
@ -1791,10 +1790,26 @@ UpdateLoop(LPVOID param){
return(0); return(0);
} }
// TODO(allen): What is this doing here?
#ifndef FRED_NOT_PACKAGE #ifndef FRED_NOT_PACKAGE
#include <stdio.h> #include <stdio.h>
#endif #endif
#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#define GL_DEBUG_OUTPUT 0x92E0
typedef void GLDEBUGPROC_TYPE(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, char * message, GLvoid * userParam);
typedef GLDEBUGPROC_TYPE * GLDEBUGPROC;
typedef void glDebugMessageControl_type(GLenum source, GLenum type, GLenum severity, GLsizei count, GLuint * ids, GLboolean enabled);
typedef void glDebugMessageCallback_type(GLDEBUGPROC callback, void * userParam);
internal void
OpenGLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, char *message, void *userParam)
{
OutputDebugStringA(message);
OutputDebugStringA("\n");
}
#if 1 #if 1
int int
WinMain(HINSTANCE hInstance, WinMain(HINSTANCE hInstance,
@ -2092,6 +2107,19 @@ int main(int argc, char **argv){
win32vars.target.handle = hdc; win32vars.target.handle = hdc;
win32vars.target.context = wglCreateContext(hdc); win32vars.target.context = wglCreateContext(hdc);
wglMakeCurrent(hdc, (HGLRC)win32vars.target.context); wglMakeCurrent(hdc, (HGLRC)win32vars.target.context);
#if FRED_INTERNAL
// NOTE(casey): This slows down GL but puts error messages to the debug console immediately whenever you do something wrong
glDebugMessageCallback_type *glDebugMessageCallback = (glDebugMessageCallback_type *)wglGetProcAddress("glDebugMessageCallback");
glDebugMessageControl_type *glDebugMessageControl = (glDebugMessageControl_type *)wglGetProcAddress("glDebugMessageControl");
if(glDebugMessageCallback && glDebugMessageControl)
{
glDebugMessageCallback(OpenGLDebugCallback, 0);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
#endif
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);