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-rw-r--r--docs/MESA_shader_debug.spec139
1 files changed, 105 insertions, 34 deletions
diff --git a/docs/MESA_shader_debug.spec b/docs/MESA_shader_debug.spec
index 0aef8f7df84..dbd22b3c667 100644
--- a/docs/MESA_shader_debug.spec
+++ b/docs/MESA_shader_debug.spec
@@ -17,9 +17,9 @@ Status
Version
- Last Modified Date: May 29, 2006
- Author Revision: 0.1
- $Date: 2006/05/30 09:35:36 $ $Revision: 1.1 $
+ Last Modified Date: July 30, 2006
+ Author Revision: 0.2
+ $Date: 2006/07/30 14:28:38 $ $Revision: 1.2 $
Number
@@ -27,16 +27,26 @@ Number
Dependencies
- OpenGL 1.5 is required.
+ OpenGL 1.0 is required.
+
+ The ARB_shader_objects extension is required.
+
+ The ARB_shading_language_100 extension is required.
+
The extension is written against the OpenGL 1.5 specification.
- ARB_shading_language_100 is required.
- ARB_shader_objects is required.
- The extension is written against the OpenGL Shading Language
- 1.10 Specification.
+
+ The extension is written against the OpenGL Shading Language 1.10
+ Specification.
Overview
- TBD
+ This extension introduces a debug object that can be attached to
+ a program object to enable debugging. Vertex and/or fragment shader,
+ during execution, issue diagnostic function calls that are logged
+ to the debug object's log. A separate debug log for each shader type
+ is maintained. A debug object can be attached, detached and queried
+ at any time outside the Begin/End pair. Multiple debug objects can
+ be attached to a single program object.
IP Status
@@ -48,7 +58,13 @@ Issues
New Procedures and Functions
- TBD
+ handleARB CreateDebugObjectMESA(void)
+ void ClearDebugLogMESA(handleARB obj, enum logType, enum shaderType)
+ void GetDebugLogMESA(handleARB obj, enum logType, enum shaderType,
+ sizei maxLength, sizei *length,
+ charARB *debugLog)
+ sizei GetDebugLogLengthMESA(handleARB obj, enum logType,
+ enum shaderType)
New Types
@@ -56,7 +72,15 @@ New Types
New Tokens
- TBD
+ Returned by the <params> parameter of GetObjectParameter{fi}vARB:
+
+ DEBUG_OBJECT_MESA 0x8759
+
+ Accepted by the <logType> argument of ClearDebugLogMESA,
+ GetDebugLogLengthMESA and GetDebugLogMESA:
+
+ DEBUG_PRINT_MESA 0x875A
+ DEBUG_ASSERT_MESA 0x875B
Additions to Chapter 2 of the OpenGL 1.5 Specification
(OpenGL Operation)
@@ -128,31 +152,75 @@ Additions to Chapter 8 of the OpenGL Shading Language 1.10 Specification
Debug functions are available to both fragment and vertex shaders.
They are used to track the execution of a shader by logging
- passed-in arguments to the shader's info log. That values can be
- retrieved and validated by the application after shader execution
+ passed-in arguments to the debug object's log. Those values can be
+ retrieved by the application for inspection after shader execution
is complete.
- void printMESA(const float value);
- void printMESA(const int value);
- void printMESA(const bool value);
- void printMESA(const vec2 value);
- void printMESA(const vec3 value);
- void printMESA(const vec4 value);
- void printMESA(const ivec2 value);
- void printMESA(const ivec3 value);
- void printMESA(const ivec4 value);
- void printMESA(const bvec2 value);
- void printMESA(const bvec3 value);
- void printMESA(const bvec4 value);
- void printMESA(const mat2 value);
- void printMESA(const mat3 value);
- void printMESA(const mat4 value);
- void printMESA(const sampler1D value);
- void printMESA(const sampler2D value);
- void printMESA(const sampler3D value);
- void printMESA(const samplerCube value);
- void printMESA(const sampler1DShadow value);
- void printMESA(const sampler2DShadow value);
+ The text, if any, produced by any of these functions is appended
+ to each debug object that is attached to the program object.
+ There are different debug log types
+
+ Add a new section 8.10.1 "Print Function":
+
+ The following printMESA prototypes are available.
+
+ void printMESA(const float value)
+ void printMESA(const int value)
+ void printMESA(const bool value)
+ void printMESA(const vec2 value)
+ void printMESA(const vec3 value)
+ void printMESA(const vec4 value)
+ void printMESA(const ivec2 value)
+ void printMESA(const ivec3 value)
+ void printMESA(const ivec4 value)
+ void printMESA(const bvec2 value)
+ void printMESA(const bvec3 value)
+ void printMESA(const bvec4 value)
+ void printMESA(const mat2 value)
+ void printMESA(const mat3 value)
+ void printMESA(const mat4 value)
+ void printMESA(const sampler1D value)
+ void printMESA(const sampler2D value)
+ void printMESA(const sampler3D value)
+ void printMESA(const samplerCube value)
+ void printMESA(const sampler1DShadow value)
+ void printMESA(const sampler2DShadow value)
+
+ The printMESA function writes the argument <value> to the "debug
+ print log" (XXX DEBUG_PRINT_MESA?). Each component is written in
+ text format (XXX format!) and is delimited by a white space (XXX 1
+ or more?).
+
+ Add a new section 8.10.2 "Assert Function":
+
+ The following assertMESA prototypes are available.
+
+ void assertMESA(const bool condition)
+ void assertMESA(const bool condition, const int cookie)
+ void assertMESA(const bool condition, const int cookie,
+ const int file, const int line)
+
+ The assertMESA function checks if the argument <condition> is
+ true or false. If it is true, nothing happens. If it is false,
+ a diagnostic message is written to the "debug assert log".
+ The message contains the argument <file>, <line>, <cookie> and
+ implementation dependent double-quoted string, each of this
+ delimited by a white space. If the argument <cookie> is not present,
+ it is meant as if it was of value 0. If the arguments <file> and
+ <line> are not present, they are meant as if they were of values
+ __FILE__ and __LINE__, respectively. The following three calls
+ produce the same output, assuming they were issued from the same
+ file and line.
+
+ assertMESA (false);
+ assertMESA (false, 0);
+ assertMESA (false, 0, __FILE__, __LINE__);
+
+ The diagnostic message examples follow.
+
+ 1 89 0 ""
+ 1 45 333 "all (lessThanEqual (fragColor, vec4 (1.0)))"
+ 1 66 1 "assertion failed in file 1, line 66, cookie 1"
Additions to Chapter 9 of the OpenGL Shading Language 1.10 Specification
(Shading Language Grammar)
@@ -192,3 +260,6 @@ Revision History
29 May 2006
Initial draft. (Michal Krol)
+ 30 July 2006
+ Add Overview, New Procedures and Functions, New Tokens sections.
+ Add sections 8.10.1, 8.10.2 to GLSL spec.