GLDebug: Trim NVidia debug output
These buffer detailed infos are not needed unless going deep into perf. profiling, in which case you can still disable this compile option. This makes user report log much more readable.
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@ -30,6 +30,8 @@
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#include "BKE_global.h"
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#include "GPU_platform.h"
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#include "glew-mx.h"
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#include "gl_context.hh"
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@ -39,6 +41,9 @@
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#include <stdio.h>
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/* Avoid too much NVidia buffer info in the output log. */
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#define TRIM_NVIDIA_BUFFER_INFO 1
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namespace blender::gpu::debug {
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/* -------------------------------------------------------------------- */
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@ -67,6 +72,13 @@ static void APIENTRY debug_callback(GLenum UNUSED(source),
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{
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const char format[] = "GPUDebug: %s%s\033[0m\n";
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if (TRIM_NVIDIA_BUFFER_INFO &&
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GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) &&
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STREQLEN("Buffer detailed info", message, 20)) {
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/** Supress buffer infos flooding the output. */
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return;
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}
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if (ELEM(severity, GL_DEBUG_SEVERITY_LOW, GL_DEBUG_SEVERITY_NOTIFICATION)) {
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if (VERBOSE) {
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fprintf(stderr, format, "\033[2m", message);
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