Add fine-grained debug layer
Full GLES error checking layer via -include
trickery. Change DEBUG_OPENGL to a level system.
HIGH = every GL call is error checked
MODERATE = checkpointing at interesting spots
LOW = only asserts there are no errors at the end of a frame
or when the FBO changes
NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST!
Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
diff --git a/libs/hwui/Texture.cpp b/libs/hwui/Texture.cpp
index 5046d37..c09b6dd 100644
--- a/libs/hwui/Texture.cpp
+++ b/libs/hwui/Texture.cpp
@@ -97,7 +97,7 @@
void Texture::upload(GLint internalformat, uint32_t width, uint32_t height,
GLenum format, GLenum type, const void* pixels) {
- GL_CHECKPOINT();
+ GL_CHECKPOINT(MODERATE);
bool needsAlloc = updateSize(width, height, internalformat);
if (!mId) {
glGenTextures(1, &mId);
@@ -112,7 +112,7 @@
glTexSubImage2D(GL_TEXTURE_2D, 0, mFormat, mWidth, mHeight, 0,
format, type, pixels);
}
- GL_CHECKPOINT();
+ GL_CHECKPOINT(MODERATE);
}
static void uploadToTexture(bool resize, GLenum format, GLenum type, GLsizei stride, GLsizei bpp,