#ifndef GLMDEBUG_H #define GLMDEBUG_H // include this anywhere you need to be able to compile-out code related specifically to GLM debugging. // we expect DEBUG to be driven by the build system so you can include this header anywhere. // when we come out, GLMDEBUG will be defined to a value - 0, 1, or 2 // 0 means no GLM debugging is possible // 1 means it's possible and resulted from being a debug build // 2 means it's possible and resulted from being manually forced on for a release build #if defined( POSIX ) && !defined( _PS3 ) #ifndef GLMDEBUG #ifdef DEBUG #define GLMDEBUG 1 // normally 1 here, testing #else // #define GLMDEBUG 2 // don't check this in enabled.. #endif #ifndef GLMDEBUG #define GLMDEBUG 0 #endif #endif #else #ifndef GLMDEBUG #define GLMDEBUG 0 #endif #endif // helpful macro if you are in a position to call GLM functions directly (i.e. you live in materialsystem / shaderapidx9) #if GLMDEBUG #define GLMPRINTF(args) GLMPrintf args #define GLMPRINTSTR(args) GLMPrintStr args #define GLMPRINTTEXT(args) GLMPrintText args #define GLMBEGINPIXEVENT(args) GLMBeginPIXEvent args #define GLMENDPIXEVENT(args) GLMEndPIXEvent args #else #define GLMPRINTF(args) #define GLMPRINTSTR(args) #define GLMPRINTTEXT(args) #define GLMBEGINPIXEVENT(args) #define GLMENDPIXEVENT(args) #endif #endif