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gl-renderer: Add damage debug mode
The damage debug mode highlights damaged surfaces with a red tint. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
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parent
a97307b19b
commit
a804ef00ee
2 changed files with 10 additions and 6 deletions
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@ -71,6 +71,7 @@ enum gl_debug_mode {
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DEBUG_MODE_SHADERS,
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DEBUG_MODE_WIREFRAME,
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DEBUG_MODE_BATCHES,
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DEBUG_MODE_DAMAGE,
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DEBUG_MODE_LAST,
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};
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@ -1388,10 +1389,11 @@ draw_mesh(struct gl_renderer *gr,
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* tints are meant to be premultiplied, debug modes can have
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* invalid colors in order to create visual effects. */
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static const float tints[DEBUG_MODE_LAST][4] = {
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{}, /* DEBUG_MODE_NONE */
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{ 0.0f, 0.3f, 0.0f, 0.2f }, /* DEBUG_MODE_SHADERS */
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{ 0.0f, 0.0f, 0.0f, 0.3f }, /* DEBUG_MODE_WIREFRAME */
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{}, /* DEBUG_MODE_BATCHES */
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{}, /* DEBUG_MODE_NONE */
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{ 0.0f, 0.3f, 0.0f, 0.2f }, /* DEBUG_MODE_SHADERS */
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{ 0.0f, 0.0f, 0.0f, 0.3f }, /* DEBUG_MODE_WIREFRAME */
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{}, /* DEBUG_MODE_BATCHES */
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{ 0.4f, -0.4f, -0.4f, 0.0f }, /* DEBUG_MODE_DAMAGE */
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};
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static const float batch_tints[][4] = {
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{ 0.9f, 0.0f, 0.0f, 0.9f },
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@ -1420,6 +1422,7 @@ draw_mesh(struct gl_renderer *gr,
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FALLTHROUGH;
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case DEBUG_MODE_SHADERS:
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case DEBUG_MODE_DAMAGE:
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copy_uniform4f(sconf->tint, tints[gr->debug_mode]);
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break;
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@ -4394,7 +4397,8 @@ debug_mode_binding(struct weston_keyboard *keyboard,
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mode = (gr->debug_mode + 1) % DEBUG_MODE_LAST;
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gr->debug_mode = mode;
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gr->debug_clear = mode == DEBUG_MODE_WIREFRAME ||
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mode == DEBUG_MODE_BATCHES;
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mode == DEBUG_MODE_BATCHES ||
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mode == DEBUG_MODE_DAMAGE;
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gr->wireframe_dirty = mode == DEBUG_MODE_WIREFRAME;
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weston_compositor_damage_all(compositor);
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@ -147,7 +147,7 @@ Start VAAPI recorder.
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.RE
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- KEY_M :
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.RS 4
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Cycle through gl-renderer debug modes: none, shaders, wireframe, batches.
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Cycle through gl-renderer debug modes: none, shaders, wireframe, batches, damage.
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.RE
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- KEY_R :
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.RS 4
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