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Name
EXT_debug_label
Name Strings
GL_EXT_debug_label
Contributors
Seth Sowerby
Benj Lipchak
Jean-François Roy
Charles Brissart
Contact
Benj Lipchak, Apple (lipchak 'at' apple.com)
Status
Complete
Version
Date: October 7, 2013
Revision: 4
Number
OpenGL Extension #439
OpenGL ES Extension #98
Dependencies
Requires OpenGL ES 1.1.
Written based on the wording of the OpenGL ES 2.0.25 Full Specification
(November 2, 2010).
OpenGL ES 1.1 affects the definition of this extension.
OES_framebuffer_object affects the definition of this extension.
OES_vertex_array_object affects the definition of this extension.
EXT_occlusion_query_boolean affects the definition of this extension.
EXT_separate_shader_objects affects the definition of this extension.
OpenGL ES 3.0 affects the definition of this extension.
OpenGL 3.3+ and 4.0+ affect the definition of this extension.
Overview
This extension defines a mechanism for OpenGL and OpenGL ES applications to
label their objects (textures, buffers, shaders, etc.) with a descriptive
string.
When profiling or debugging such an application within a debugger or
profiler it is difficult to identify resources from their object names.
Even when the resource itself is viewed it can be problematic to
differentiate between similar resources. Attaching a label to an object
helps obviate this difficulty.
The intended purpose of this is purely to improve the user experience
within OpenGL and OpenGL ES development tools.
New Procedures and Functions
void LabelObjectEXT(enum type, uint object, sizei length,
const char *label);
void GetObjectLabelEXT(enum type, uint object, sizei bufSize,
sizei *length, char *label);
New Tokens
Accepted by the <type> parameter of LabelObjectEXT and
GetObjectLabelEXT:
BUFFER_OBJECT_EXT 0x9151
SHADER_OBJECT_EXT 0x8B48
PROGRAM_OBJECT_EXT 0x8B40
VERTEX_ARRAY_OBJECT_EXT 0x9154
QUERY_OBJECT_EXT 0x9153
PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F
Additions to Chapter 2 of the OpenGL ES 2.0 Specification (OpenGL Operation)
None
Additions to Chapter 3 of the OpenGL ES 2.0 Specification (Rasterization)
None
Additions to Chapter 4 of the OpenGL ES 2.0 Specification (Per-Fragment
Operations and the Framebuffer)
None
Additions to Chapter 5 of the OpenGL ES 2.0 Specification (Special Functions)
Add a new section titled Debug Labels
Debug labels provide a method for annotating an object (texture, buffer,
shader, etc.) with a descriptive text label. These labels may then be used
by a tool such as a debugger or profiler to describe labeled objects.
The command
void LabelObjectEXT(enum type, uint object, sizei length,
const char *label);
labels the object <object> of type <type> with the label <label>. <length>
specifies the length of the string passed in <label>. If <label> is a null-
terminated string then <length> should not include the terminator. If
<length> is 0 and <label> is non-null then <label> is assumed to be null-
terminated. If <label> is NULL, any debug label is effectively removed from
<object>.
If <object> is not an object of type <type>, an INVALID_OPERATION error is
generated.
A label is part of the state of the object to which it is associated.
The initial state of an object's label is NULL. Labels need not be unique.
Values supported for <type> are: TEXTURE, FRAMEBUFFER, RENDERBUFFER,
BUFFER_OBJECT_EXT, SHADER_OBJECT_EXT, PROGRAM_OBJECT_EXT,
VERTEX_ARRAY_OBJECT_EXT, QUERY_OBJECT_EXT, SAMPLER, TRANSFORM_FEEDBACK, and
PROGRAM_PIPELINE_OBJECT_EXT.
Additions to Chapter 6 of the OpenGL ES 2.0 Specification (State and State
Requests)
Add a new section titled Debug Labels
The command
void GetObjectLabelEXT(enum type, uint object, sizei bufSize,
sizei *length, char *label);
returns in <label> the string labeling the object <object>. The
string <label> will be null terminated. The actual number of characters
written into <label>, excluding the null terminator, is returned in
<length>. If <length> is NULL, no length is returned. The maximum number
of characters that may be written into <label>, including the null
terminator, is specified by <bufSize>. If no debug label was specified for
the object <object> via LabelObjectEXT then <label> will contain an
empty string with null terminator and 0 will be returned in <length>. If
<label> is NULL and <length> is non-NULL then no string will be returned
and the length of the label will be returned in <length>.
If <object> is not an object of type <type>, an INVALID_OPERATION error is
generated.
Values supported for <type> are: TEXTURE, FRAMEBUFFER, RENDERBUFFER,
BUFFER_OBJECT_EXT, SHADER_OBJECT_EXT, PROGRAM_OBJECT_EXT,
VERTEX_ARRAY_OBJECT_EXT, QUERY_OBJECT_EXT, SAMPLER, TRANSFORM_FEEDBACK, and
PROGRAM_PIPELINE_OBJECT_EXT.
Interactions with OpenGL ES 1.1 and OES_framebuffer_object
If the GL is OpenGL ES 1.1, mentions of SHADER_OBJECT_EXT and
PROGRAM_OBJECT_EXT as types accepted by LabelObjectEXT and
GetObjectLabelEXT are omitted.
If OES_framebuffer_object is supported, FRAMEBUFFER and
RENDERBUFFER should be replaced by FRAMEBUFFER_OES and RENDERBUFFER_OES,
respectively. Otherwise they should be omitted.
Interactions with OpenGL ES 3.0 and OpenGL
If the GL is not OpenGL ES 3.0 or OpenGL 3.3+, mentions of
SAMPLER as a type accepted by LabelObjectEXT and GetObjectLabelEXT are
omitted.
If the GL is not OpenGL ES 3.0 or OpenGL 4.0+, mentions of
TRANSFORM_FEEDBACK as a type accepted by LabelObjectEXT and
GetObjectLabelEXT are omitted.
Interactions with OES_vertex_array_object
If OES_vertex_array_object is not available, mentions of
VERTEX_ARRAY_OBJECT_EXT as a type accepted by LabelObjectEXT and
GetObjectLabelEXT is omitted.
Interactions with EXT_occlusion_query_boolean
If EXT_occlusion_query_boolean is not available, mentions of
QUERY_OBJECT_EXT as a type accepted by LabelObjectEXT and GetObjectLabelEXT
is omitted.
Interactions with EXT_separate_shader_objects
If EXT_separate_shader_objects is not available, mentions of
PROGRAM_PIPELINE_OBJECT_EXT as a type accepted by LabelObjectEXT and
GetObjectLabelEXT is omitted.
Errors
INVALID_OPERATION is generated by LabelObjectEXT or GetObjectLabelEXT
if the type of <object> does not match <type>.
INVALID_ENUM error will be generated by LabelObjectEXT or
GetObjectLabelEXT if <type> is not one of the allowed object types.
INVALID_VALUE is generated by LabelObjectEXT if <length> is less than
zero.
INVALID_VALUE is generated by GetObjectLabelEXT if <bufSize> is less than
zero.
New State
Add the following to Table 6.3 Buffer Object State:
Initial
Get Value Type Get Cmnd Value Description Sec
----------------- ---- ----------------- ------- ----------- ---
BUFFER_OBJECT_EXT 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.8 Textures (state per texture object):
Initial
Get Value Type Get Cmnd Value Description Sec
--------- ---- ------------------- ------- ----------- ---
TEXTURE 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.14 Shader Object State:
Initial
Get Value Type Get Cmnd Value Description Sec
----------------- ---- ----------------- ------- ----------- ---
SHADER_OBJECT_EXT 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.15 Program Object State:
Initial
Get Value Type Get Cmnd Value Description Sec
------------------ ---- ----------------- ------- ----------- ---
PROGRAM_OBJECT_EXT 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.23 Renderbuffer State:
Initial
Get Value Type Get Cmnd Value Description Sec
------------ ---- ------------------- ------- ----------- ---
RENDERBUFFER 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.24 Framebuffer State:
Initial
Get Value Type Get Cmnd Value Description Sec
----------- ---- ------------------- ------- ----------- ---
FRAMEBUFFER 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.VAO Vertex Array Object State:
Initial
Get Value Type Get Cmnd Value Description Sec
----------------------- ---- ----------------- ------- ----------- ---
VERTEX_ARRAY_OBJECT_EXT 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.QO Query State:
Initial
Get Value Type Get Cmnd Value Description Sec
---------------- ---- ----------------- ------- ----------- ---
QUERY_OBJECT_EXT 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.PPO Program Pipeline State:
Init.
Get Value Type Get Cmnd Value Description Sec
--------------------------- ---- ----------------- ----- ----------- ---
PROGRAM_PIPELINE_OBJECT_EXT 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to Table 6.24 Transform Feedback State:
Get Value Type Get Cmnd Value Description Sec
----------------------- ---- ----------------- ------- ----------- ---
TRANSFORM_FEEDBACK 0*xc GetObjectLabelEXT empty Debug label 5.X
Add the following to the Table 6.1 Textures (state per sampler object):
Get Value Type Get Cmnd Value Description Sec
----------------------- ---- ----------------- ------- ----------- ---
SAMPLER 0*xc GetObjectLabelEXT empty Debug label 5.X
New Implementation Dependent State
None
Issues
(1) Should labels apply to the currently bound object for the specified
type instead of requiring the object name to be specified?
Resolved: No.
This would require shaders to be attached to a program which was then
linked and bound. This may not occur at the time the shader is created
and/or compiled. It might require significant work for developers to label
their shaders at the point of creation.
(2) Should the extension accept FRAGMENT_SHADER & VERTEX_SHADER
instead of SHADER_OBJECT_EXT? ARRAY_BUFFER & ELEMENT_ARRAY_BUFFER instead
of BUFFER_OBJECT_EXT?
Resolved: No.
Specifying FRAGMENT_SHADER or VERTEX_SHADER to disambiguate the type of
shader would be necessary only if the resolution to issue #1 were yes,
in which case one would label a shader attached to the currently bound
program without explicitly specifying the shader's name. The same applies
to buffer objects bound to the current vertex attribute array target versus
the current element array target.
(3) Should the extension support printf-style formatting?
Resolved: No.
Providing printf-style formatting would impose a much greater burden on the
extension in terms of error checking the format string and arguments.
Likely all languages capable of calling OpenGL ES have convenient
capabilities for formatting strings so it is acceptable to rely on those.
(4) Should labeling a non-existent object effectively create the object?
Resolved: No, since some objects require more information (e.g. a texture
target) to be properly initialized.
Revision History
Date 06/15/2011
Revision: 1
- draft proposal
Date 07/22/2011
Revision: 2
- rename APPLE to EXT, update token names and values
Date 10/18/2012
Revision: 3
- Add OpenGL ES 3.0 interactions: transform feedback and sampler objects
Date 10/07/2013
Revision: 4
- Add support for desktop OpenGL