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Optional debug validation in SDL_gpu.c #65
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Null checks are in the latest revision! As it turns out we actually have a good chunk of validation in the system already, so we really just need to set up the debug-only validation system and then it should be easy enough to trickle in validation as we finish this thing up. |
Looking over some of the debugging systems I've had over the years for low-level graphics/audio, and one thing that we should probably do is migrate from SDL_LogError to Since the idea is that this won't ever pop up in shipping builds, let's design this to be as useful for builds running in a debugger as possible, and giving debug builds a chance to breakpoint on serious errors with proper messages will definitely make fixing app issues MUCH easier than having to rewind after an error printf shows up like you would for a typical crash log. |
Merged in the framework that lets us do debug validation, we just have to fill in the functions whenever we have time to do so. |
The non-optional ones are just stuff like obvious null checks, the optional ones are for debug devices only which will do validation which should not be necessary for release mode.
Resource Creation:
Debug:
Render Passes:
Compute Passes:
Copy Passes:
Miscellaneous:
Swapchains:
Submission:
Queries:
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