GLDEBUGMESSAGECALLBA(3G)

✨ NAME ✨

glDebugMessageCallback β€” specify a callback to receive debugging messages from the GL. It's from the 3G manual, and it's giving "GL has something to tell you, bestie." πŸ’…

🌸 C SPECIFICATION 🌸

void glDebugMessageCallback(DEBUGPROC callback, const void * userParam);

πŸŽ€ PARAMETERS πŸŽ€

  • callback β€” the address of a callback function that will be called when a debug message is generated. Function pointer moment, fr fr. πŸ’–
  • userParam β€” a user supplied pointer that will be passed on each invocation of callback. It's your little "remember this for me" accessory. πŸŽ€

πŸ¦‹ DESCRIPTION πŸ¦‹

glDebugMessageCallback sets the current debug output callback function to the function whose address is given in callback. That's the main character move: GL now has a callback to hit up when it has debug energy. The callback function should have the following prototype (in C), or be otherwise compatible with such a prototype:

typedef void (APIENTRY *DEBUGPROC)(GLenum source,
                    GLenum type,
                    GLuint id,
                    GLenum severity,
                    GLsizei length,
                    const GLchar *message,
                    const void *userParam);

This function is defined to have the same calling convention as the GL API functions. In most cases this is defined as APIENTRY, although it will vary depending on platform, language and compiler. No cap, that's the whole convention vibe. πŸ¦‹

Each time a debug message is generated, the debug callback function will be invoked with source, type, id, and severity associated with the message. length is set to the length of the debug message whose character string is in the array pointed to by message. userParam will be set to the value passed in the userParam parameter to the most recent call to glDebugMessageCallback. So yes, your pointer gets carried through. πŸ‘‘

πŸ‘‘ NOTES πŸ‘‘

When the GL is in use remotely, the server may not be able to call functions in the client's address space. In such cases, the callback function may not be invoked, and the user should retrieve debug messages from the context's debug message log by calling glGetDebugMessageLog(). Important caveat, bestie β€” don't assume the callback always fires remotely. 😭

🌈 VERSION SUPPORT 🌈

Here's the version vibe check for glDebugMessageCallback (function / feature name: glDebugMessageCallback), across OpenGL versions:

  • 2.0 β€” - (not supported)
  • 2.1 β€” - (not supported)
  • 3.0 β€” - (not supported)
  • 3.1 β€” - (not supported)
  • 3.2 β€” - (not supported)
  • 3.3 β€” - (not supported)
  • 4.0 β€” - (not supported)
  • 4.1 β€” - (not supported)
  • 4.2 β€” - (not supported)
  • 4.3 β€” βœ” (supported)
  • 4.4 β€” βœ” (supported)
  • 4.5 β€” βœ” (supported)

🌟 SEE ALSO 🌟

  • glDebugMessageControl()
  • glDebugMessageInsert()
  • glGetDebugMessageLog()

Copyright Β© 2013-2014 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.

Copyright Β© 2013-2014 Khronos Group.


Okay bye bestie 🫢 β€” source/version tag: [FIXME: source], date: 08/09/2021, page: GLDEBUGMESSAGECALLBA(3G). Mwah πŸ’…βœ¨

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