_mesa_print_tri_caps( const char *name, GLuint flags )
{
_mesa_debug(NULL,
- "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
+ "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s\n",
name,
flags,
(flags & DD_SEPARATE_SPECULAR) ? "separate-specular, " : "",
(flags & DD_LINE_SMOOTH) ? "line-smooth, " : "",
(flags & DD_LINE_STIPPLE) ? "line-stipple, " : "",
(flags & DD_POINT_SMOOTH) ? "point-smooth, " : "",
- (flags & DD_POINT_ATTEN) ? "point-atten, " : "",
- (flags & DD_TRI_CULL_FRONT_BACK) ? "cull-all, " : ""
+ (flags & DD_POINT_ATTEN) ? "point-atten, " : ""
);
}
/**
- * Set the debugging flags.
- *
- * \param debug debug string
- *
- * If compiled with debugging support then search for keywords in \p debug and
- * enables the verbose debug output of the respective feature.
+ * Set verbose logging flags. When these flags are set, GL API calls
+ * in the various categories will be printed to stderr.
+ * \param str a comma-separated list of keywords
*/
-static void add_debug_flags( const char *debug )
+static void
+set_verbose_flags(const char *str)
{
#ifdef DEBUG
- struct debug_option {
+ struct option {
const char *name;
GLbitfield flag;
};
- static const struct debug_option debug_opt[] = {
+ static const struct option opts[] = {
{ "varray", VERBOSE_VARRAY },
{ "tex", VERBOSE_TEXTURE },
{ "mat", VERBOSE_MATERIAL },
};
GLuint i;
+ if (!str)
+ return;
+
MESA_VERBOSE = 0x0;
- for (i = 0; i < Elements(debug_opt); i++) {
- if (strstr(debug, debug_opt[i].name) || strcmp(debug, "all") == 0)
- MESA_VERBOSE |= debug_opt[i].flag;
+ for (i = 0; i < Elements(opts); i++) {
+ if (strstr(str, opts[i].name) || strcmp(str, "all") == 0)
+ MESA_VERBOSE |= opts[i].flag;
}
+#endif
+}
- /* Debug flag:
- */
- if (strstr(debug, "flush"))
- MESA_DEBUG_FLAGS |= DEBUG_ALWAYS_FLUSH;
-#else
- (void) debug;
+/**
+ * Set debugging flags. When these flags are set, Mesa will do additional
+ * debug checks or actions.
+ * \param str a comma-separated list of keywords
+ */
+static void
+set_debug_flags(const char *str)
+{
+#ifdef DEBUG
+ struct option {
+ const char *name;
+ GLbitfield flag;
+ };
+ static const struct option opts[] = {
+ { "silent", DEBUG_SILENT }, /* turn off debug messages */
+ { "flush", DEBUG_ALWAYS_FLUSH }, /* flush after each drawing command */
+ { "incomplete_tex", DEBUG_INCOMPLETE_TEXTURE },
+ { "incomplete_fbo", DEBUG_INCOMPLETE_FBO }
+ };
+ GLuint i;
+
+ if (!str)
+ return;
+
+ MESA_DEBUG_FLAGS = 0x0;
+ for (i = 0; i < Elements(opts); i++) {
+ if (strstr(str, opts[i].name))
+ MESA_DEBUG_FLAGS |= opts[i].flag;
+ }
#endif
}
+/**
+ * Initialize debugging variables from env vars.
+ */
void
_mesa_init_debug( struct gl_context *ctx )
{
- char *c;
- c = _mesa_getenv("MESA_DEBUG");
- if (c)
- add_debug_flags(c);
-
- c = _mesa_getenv("MESA_VERBOSE");
- if (c)
- add_debug_flags(c);
+ set_debug_flags(_mesa_getenv("MESA_DEBUG"));
+ set_verbose_flags(_mesa_getenv("MESA_VERBOSE"));
}
GLubyte *buffer;
char s[100];
- buffer = (GLubyte *) malloc(img->Width * img->Height
+ buffer = malloc(img->Width * img->Height
* img->Depth * 4);
store = ctx->Pack; /* save */
return;
}
- buffer = (GLubyte *) malloc(rb->Width * rb->Height * 4);
+ buffer = malloc(rb->Width * rb->Height * 4);
ctx->Driver.ReadPixels(ctx, 0, 0, rb->Width, rb->Height,
format, type, &ctx->DefaultPacking, buffer);
const GLuint h = ctx->DrawBuffer->Height;
GLubyte *buf;
- buf = (GLubyte *) malloc(w * h * 4);
+ buf = malloc(w * h * 4);
_mesa_PushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
_mesa_PixelStorei(GL_PACK_ALIGNMENT, 1);
GLubyte *buf2;
GLuint i;
- buf = (GLuint *) malloc(w * h * 4); /* 4 bpp */
- buf2 = (GLubyte *) malloc(w * h * 3); /* 3 bpp */
+ buf = malloc(w * h * 4); /* 4 bpp */
+ buf2 = malloc(w * h * 3); /* 3 bpp */
_mesa_PushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
_mesa_PixelStorei(GL_PACK_ALIGNMENT, 1);
GLubyte *buf2;
GLuint i;
- buf = (GLubyte *) malloc(w * h); /* 1 bpp */
- buf2 = (GLubyte *) malloc(w * h * 3); /* 3 bpp */
+ buf = malloc(w * h); /* 1 bpp */
+ buf2 = malloc(w * h * 3); /* 3 bpp */
_mesa_PushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
_mesa_PixelStorei(GL_PACK_ALIGNMENT, 1);
}
else if (format == GL_RGBA && type == GL_FLOAT) {
/* convert floats to ubyte */
- GLubyte *buf = (GLubyte *) malloc(w * h * 4 * sizeof(GLubyte));
+ GLubyte *buf = malloc(w * h * 4 * sizeof(GLubyte));
const GLfloat *f = (const GLfloat *) image;
GLuint i;
for (i = 0; i < w * h * 4; i++) {
}
else if (format == GL_RED && type == GL_FLOAT) {
/* convert floats to ubyte */
- GLubyte *buf = (GLubyte *) malloc(w * h * sizeof(GLubyte));
+ GLubyte *buf = malloc(w * h * sizeof(GLubyte));
const GLfloat *f = (const GLfloat *) image;
GLuint i;
for (i = 0; i < w * h; i++) {