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renderer_opengl: Detect Nvidia Nsight as a debugging tool
Use getenv to detect Nsight.
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@ -157,7 +157,6 @@ Device::Device() : base_bindings{BuildBaseBindings()} {
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has_precise_bug = TestPreciseBug();
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has_broken_compute = is_intel_proprietary;
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has_fast_buffer_sub_data = is_nvidia;
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has_debug_tool = HasExtension(extensions, "GL_EXT_debug_tool");
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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@ -84,10 +84,6 @@ public:
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return has_fast_buffer_sub_data;
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}
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bool HasDebugTool() const {
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return has_debug_tool;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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@ -106,7 +102,6 @@ private:
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bool has_precise_bug{};
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bool has_broken_compute{};
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bool has_fast_buffer_sub_data{};
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bool has_debug_tool{};
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};
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} // namespace OpenGL
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@ -5,8 +5,11 @@
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#include <algorithm>
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#include <cstddef>
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#include <cstdlib>
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#include <cstring>
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#include <memory>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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@ -25,6 +28,24 @@
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namespace OpenGL {
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/// Returns true if any debug tool is attached
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bool HasDebugTool() {
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const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
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if (nsight) {
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return true;
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}
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GLint num_extensions;
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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for (GLuint index = 0; index < static_cast<GLuint>(num_extensions); ++index) {
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const auto name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, index));
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if (!std::strcmp(name, "GL_EXT_debug_tool")) {
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return true;
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}
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}
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return false;
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}
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames.
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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@ -56,7 +77,7 @@ public:
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std::deque<Frame*> present_queue;
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Frame* previous_frame{};
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FrameMailbox() : has_debug_tool{Device().HasDebugTool()} {
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FrameMailbox() : has_debug_tool{HasDebugTool()} {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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}
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