opengl: add debug:gl_debugging (#13183)
add debug:gl_debugging so we can disable gl debugging entirerly, both glGetError and enabling EGL_KHR_debug has its cost, we still have EXT_create_context_robustness and glGetGraphicsResetStatus that should catch context loss, and is generally cheap to call it only checks a flag set. glGetError might cause a implicit flush to get any pending calls sent to the gpu. however to get EGL_KHR_debug back enabled we now require a restart of the compositor after changing debug:gl_debugging
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4 changed files with 24 additions and 9 deletions
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@ -304,7 +304,8 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() : m_drmFD(g_pCompositor->m_drmRenderNode.fd >
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loadGLProc(&m_proc.eglQueryDisplayAttribEXT, "eglQueryDisplayAttribEXT");
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}
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if (EGLEXTENSIONS.contains("EGL_KHR_debug")) {
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static const auto GLDEBUG = CConfigValue<Hyprlang::INT>("debug:gl_debugging");
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if (EGLEXTENSIONS.contains("EGL_KHR_debug") && *GLDEBUG) {
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loadGLProc(&m_proc.eglDebugMessageControlKHR, "eglDebugMessageControlKHR");
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static const EGLAttrib debugAttrs[] = {
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EGL_DEBUG_MSG_CRITICAL_KHR, EGL_TRUE, EGL_DEBUG_MSG_ERROR_KHR, EGL_TRUE, EGL_DEBUG_MSG_WARN_KHR, EGL_TRUE, EGL_DEBUG_MSG_INFO_KHR, EGL_TRUE, EGL_NONE,
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@ -838,11 +839,15 @@ void CHyprOpenGLImpl::end() {
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if UNLIKELY (m_renderData.pCurrentMonData->offMainFB.isAllocated())
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m_renderData.pCurrentMonData->offMainFB.release();
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// check for gl errors
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const GLenum ERR = glGetError();
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static const auto GLDEBUG = CConfigValue<Hyprlang::INT>("debug:gl_debugging");
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if UNLIKELY (ERR == GL_CONTEXT_LOST) /* We don't have infra to recover from this */
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RASSERT(false, "glGetError at Opengl::end() returned GL_CONTEXT_LOST. Cannot continue until proper GPU reset handling is implemented.");
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if (*GLDEBUG) {
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// check for gl errors
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const GLenum ERR = glGetError();
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if UNLIKELY (ERR == GL_CONTEXT_LOST) /* We don't have infra to recover from this */
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RASSERT(false, "glGetError at Opengl::end() returned GL_CONTEXT_LOST. Cannot continue until proper GPU reset handling is implemented.");
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}
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}
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void CHyprOpenGLImpl::setDamage(const CRegion& damage_, std::optional<CRegion> finalDamage) {
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