//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXDEBUGEVENT_H_ #define _GFXDEBUGEVENT_H_ #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif /// See TorqueConfig.h to enable this. #ifdef TORQUE_ENABLE_GFXDEBUGEVENTS /// You shouldn't use this class directly... use the /// following macros: /// /// GFXDEBUGEVENT_START / GFXDEBUGEVENT_END /// GFXDEBUGEVENT_SCOPE /// class GFXDebugEventScope { public: GFXDebugEventScope( const char* name, const ColorI &color ) { GFX->enterDebugEvent( color, name ); } ~GFXDebugEventScope() { GFX->leaveDebugEvent(); } }; #define GFXDEBUGEVENT_START( name, color ) GFX->enterDebugEvent( color, #name ) #define GFXDEBUGEVENT_END() GFX->leaveDebugEvent() #define GFXDEBUGEVENT_MARKER( name, color ) GFX->setDebugMarker( color, #name ) /// /// Will add start/end GFX debug events around the /// current scope. /// /// @param name The unquoted name for the event. /// @param color A ColorI to associate with the event. /// #define GFXDEBUGEVENT_SCOPE( name, color ) GFXDebugEventScope GFXDebugEventScope##name##Obj( #name, color ) #define GFXDEBUGEVENT_SCOPE_EX( name, color, desc ) GFXDebugEventScope GFXDebugEventScope##name##Obj( desc, color ) #else // !TORQUE_ENABLE_GFXDEBUGEVENTS /// These are disabled in shipping builds or maybe you /// forgot to include "platform/platform.h" first? #define GFXDEBUGEVENT_START(n,c) #define GFXDEBUGEVENT_END() #define GFXDEBUGEVENT_MARKER(n,c) #define GFXDEBUGEVENT_SCOPE(n,c) #define GFXDEBUGEVENT_SCOPE_EX(n,c,d) #endif #endif // _GFXDEBUGEVENT_H_