make debug render groups optional
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0b1d3669bc
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9a7fa47857
@ -1001,6 +1001,7 @@ extern bool gbRenderWorld2;
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DebugMenuAddVarBool8("Debug", "Show Timebars", &gbShowTimebars, nil);
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#endif
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#ifndef FINAL
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DebugMenuAddVarBool8("Debug", "Use debug render groups", &bDebugRenderGroups, nil);
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DebugMenuAddVarBool8("Debug", "Print Memory Usage", &gbPrintMemoryUsage, nil);
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#ifdef USE_CUSTOM_ALLOCATOR
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DebugMenuAddCmd("Debug", "Parse Heap", ParseHeap);
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@ -11,6 +11,7 @@
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#endif
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#ifndef FINAL
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RtCharset *debugCharset;
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bool bDebugRenderGroups;
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#endif
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#ifdef PS2_ALPHA_TEST
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@ -117,6 +118,8 @@ SetCullMode(uint32 mode)
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void
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PushRendergroup(const char *name)
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{
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if(!bDebugRenderGroups)
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return;
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#if defined(RW_OPENGL)
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if(GLAD_GL_KHR_debug)
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glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, name);
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@ -130,6 +133,8 @@ PushRendergroup(const char *name)
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void
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PopRendergroup(void)
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{
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if(!bDebugRenderGroups)
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return;
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#if defined(RW_OPENGL)
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if(GLAD_GL_KHR_debug)
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glPopDebugGroup();
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@ -1,5 +1,6 @@
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#pragma once
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extern bool bDebugRenderGroups;
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extern bool gPS2alphaTest;
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void OpenCharsetSafe();
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