blob: bd21e5cab4de81340659d58c9c466b618c24f8b2 [file] [log] [blame]
Andreas Bollecd5c7c2012-06-12 09:05:03 +02001<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
2<html lang="en">
3<head>
4 <meta http-equiv="content-type" content="text/html; charset=utf-8">
5 <title>Debugging Tips</title>
6 <link rel="stylesheet" type="text/css" href="mesa.css">
7</head>
8<body>
Brian Paul0b27ace2003-03-08 17:38:57 +00009
Andreas Bollb5da52a2012-09-18 18:57:02 +020010<div class="header">
Erik Faye-Lundecdab0d2019-05-06 13:26:47 +020011 The Mesa 3D Graphics Library
Andreas Bollb5da52a2012-09-18 18:57:02 +020012</div>
13
14<iframe src="contents.html"></iframe>
15<div class="content">
16
Andreas Bollecd5c7c2012-06-12 09:05:03 +020017<h1>Debugging Tips</h1>
Brian Paul0b27ace2003-03-08 17:38:57 +000018
19<p>
20 Normally Mesa (and OpenGL) records but does not notify the user of
21 errors. It is up to the application to call
22 <code>glGetError</code> to check for errors. Mesa supports an
23 environment variable, MESA_DEBUG, to help with debugging. If
24 MESA_DEBUG is defined, a message will be printed to stdout whenever
25 an error occurs.
26</p>
27
28<p>
Eric Engestrom46d68832019-04-24 13:16:57 +010029 More extensive error checking is done in DEBUG builds
30 (<code>--buildtype debug</code> for meson, <code>build=debug</code> for scons).
Brian Paul0b27ace2003-03-08 17:38:57 +000031</p>
32<p>
33 In your debugger you can set a breakpoint in _mesa_error() to trap Mesa
34 errors.
35</p>
36<p>
37 There is a display list printing/debugging facility. See the end of
38 src/dlist.c for details.
39</p>
40
Andreas Bollb5da52a2012-09-18 18:57:02 +020041</div>
Andreas Bollecd5c7c2012-06-12 09:05:03 +020042</body>
43</html>