#[repr(C)]pub struct DebugState {Show 28 fields
pub show_hit_test_areas: bool,
pub profiler_dbg: bool,
pub render_target_dbg: bool,
pub texture_cache_dbg: bool,
pub gpu_time_queries: bool,
pub gpu_sample_queries: bool,
pub disable_batching: bool,
pub epochs: bool,
pub echo_driver_messages: bool,
pub show_overdraw: bool,
pub gpu_cache_dbg: bool,
pub texture_cache_dbg_clear_evicted: bool,
pub picture_caching_dbg: bool,
pub primitive_dbg: bool,
pub zoom_dbg: bool,
pub small_screen: bool,
pub disable_opaque_pass: bool,
pub disable_alpha_pass: bool,
pub disable_clip_masks: bool,
pub disable_text_prims: bool,
pub disable_gradient_prims: bool,
pub obscure_images: bool,
pub glyph_flashing: bool,
pub smart_profiler: bool,
pub invalidation_dbg: bool,
pub tile_cache_logging_dbg: bool,
pub profiler_capture: bool,
pub force_picture_invalidation: bool,
}Expand description
Toggles webrender debug flags (will make stuff appear on the screen that you might not want to - used for debugging purposes)
Every field here maps onto a webrender::DebugFlags bit except
show_hit_test_areas, which is azul’s own overlay. Populate it from the
environment with DebugState::from_az_overlay_env — see that function for
the verb list and why the hit-test overlay is no longer debug_assertions-only.
Fields§
§show_hit_test_areas: boolPaint a translucent red rectangle over every hit-test area.
azul’s own overlay, not a webrender flag: the compositor draws it while
emitting DisplayListItem::HitTestArea, so it shows exactly the regions
the hit tester will actually consider — which is the question you have
when a click does nothing, or lands on the wrong node.
profiler_dbg: bool§render_target_dbg: bool§texture_cache_dbg: bool§gpu_time_queries: bool§gpu_sample_queries: bool§disable_batching: bool§epochs: bool§echo_driver_messages: bool§show_overdraw: bool§gpu_cache_dbg: bool§texture_cache_dbg_clear_evicted: bool§picture_caching_dbg: bool§primitive_dbg: bool§zoom_dbg: bool§small_screen: bool§disable_opaque_pass: bool§disable_alpha_pass: bool§disable_clip_masks: bool§disable_text_prims: bool§disable_gradient_prims: bool§obscure_images: bool§glyph_flashing: bool§smart_profiler: bool§invalidation_dbg: bool§tile_cache_logging_dbg: bool§profiler_capture: bool§force_picture_invalidation: boolImplementations§
Source§impl DebugState
impl DebugState
Sourcepub fn from_az_overlay_env() -> Self
pub fn from_az_overlay_env() -> Self
Build a DebugState from the AZ_OVERLAY environment variable.
AZ_OVERLAY is a comma-separated list of verbs, e.g.
AZ_OVERLAY=hit-test
AZ_OVERLAY=hit-test,overdraw,profiler
AZ_OVERLAY=list # print the verbs and exit-code nothingWHY THIS EXISTS: the hit-test overlay used to be #[cfg(debug_assertions)]
in the compositor, so a debug build painted every hit-test area red and a
release build painted none, with no way to ask for either. That is a
debug/release divergence in VISUAL OUTPUT — running hello-world showed a
red window and the reasonable first guess was “this linked the wrong
DLL”. It was not. An overlay you cannot turn on when you need it, and
cannot turn off when you do not, is worse than no overlay.
Available in RELEASE builds too, deliberately: the moment you need to see hit-test regions or overdraw is usually on the build a user is running.
Unknown verbs are reported and ignored rather than fatal — a typo in a
debugging aid must not stop the app you are trying to debug.
Reading the environment needs std; on no_std there is no environment to
read, so the overlay is simply off. from_overlay_spec stays available
everywhere, so a no_std embedder can still enable overlays explicitly.
Sourcepub fn from_overlay_spec(spec: &str) -> Self
pub fn from_overlay_spec(spec: &str) -> Self
The parser behind DebugState::from_az_overlay_env, separated so it is
testable without touching the process environment.
Trait Implementations§
Source§impl Clone for DebugState
impl Clone for DebugState
Source§fn clone(&self) -> DebugState
fn clone(&self) -> DebugState
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more