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MobileGL/MobileGL/MG_Impl/GLImpl/Debug/GL_Debug.h
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// MobileGL - MobileGL/MG_Impl/GLImpl/Debug/GL_Debug.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
namespace MobileGL::MG_Impl::GLImpl {
// KHR_debug, core since GL 4.3 (GL 4.6 core 20). Applications use these to annotate a capture
// and to name their objects; Better Clouds calls all four for exactly that.
//
// MobileGL implements the STATE and the ERRORS, and deliberately does not forward the calls to
// the host driver. Two independent reasons:
//
// * glObjectLabel names a FRONTEND object. MobileGL's texture 5 is not the ES driver's
// texture 5 (and under DirectVulkan it is not a driver object at all), so forwarding the
// pair verbatim would label an unrelated object or a nonexistent one - worse than not
// labelling.
// * A debug GROUP is only meaningful if it brackets the commands the application issued
// inside it. Neither backend emits its work at the moment the GL call arrives: DirectGLES
// defers and reorders state sync and uploads around draws, and DirectVulkan is usually not
// even recording a command buffer here. A forwarded push/pop would therefore enclose the
// wrong commands, which is a misleading capture rather than a helpful one.
//
// What the application can rely on is the observable contract: the group stack depth is real
// (GL_DEBUG_GROUP_STACK_DEPTH tracks it, and over/underflow raise the errors KHR_debug
// specifies), and a label written with glObjectLabel comes back from glGetObjectLabel.
void PushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar* message);
void PopDebugGroup();
void DebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* buf);
void ObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar* label);
void GetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar* label);
// Current depth of the debug group stack, for GL_DEBUG_GROUP_STACK_DEPTH. The base group the
// context is created with counts, so this is never below 1 (GL 4.6 core 20.6).
GLint GetDebugGroupStackDepth();
} // namespace MobileGL::MG_Impl::GLImpl