[core] Use NDEBUG instead of DEBUG

CMake defines 'NDEBUG' by default for release build, so we can check if
that's not defined instead of using 'DEBUG' for debug build.
This commit is contained in:
Bruno de Oliveira Abinader
2016-07-21 12:45:47 +03:00
committed by Konstantin Käfer
parent 57bed88b03
commit 3ae506ee13
9 changed files with 13 additions and 21 deletions

View File

@@ -66,7 +66,7 @@ struct Error : ::std::runtime_error {
void checkError(const char *cmd, const char *file, int line);
#if defined(DEBUG)
#ifndef NDEBUG
#define MBGL_CHECK_ERROR(cmd) ([&]() { struct __MBGL_C_E { ~__MBGL_C_E() { ::mbgl::gl::checkError(#cmd, __FILE__, __LINE__); } } __MBGL_C_E; return cmd; }())
#else
#define MBGL_CHECK_ERROR(cmd) (cmd)

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@@ -40,7 +40,7 @@ struct EventPermutation {
};
constexpr EventSeverity disabledEventSeverities[] = {
#if DEBUG
#ifdef NDEBUG
EventSeverity(-1) // Avoid zero size array
#else
EventSeverity::Debug

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@@ -1,6 +1,6 @@
#pragma once
#ifdef DEBUG
#ifndef NDEBUG
#include <thread>
#define MBGL_STORE_THREAD(tid) const std::thread::id tid = std::this_thread::get_id();

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@@ -177,10 +177,6 @@ void GlyphAtlas::upload(gl::ObjectStore& store, gl::Config& config, uint32_t uni
}
dirty = false;
#if defined(DEBUG)
// platform::showDebugImage("Glyph Atlas", reinterpret_cast<char*>(data.get()), width, height);
#endif
}
}

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@@ -2,7 +2,7 @@
#include <string>
#if defined(DEBUG)
#ifndef NDEBUG
#define __MBGL_DEBUG_GROUP_NAME2(counter) __MBGL_DEBUG_GROUP_##counter
#define __MBGL_DEBUG_GROUP_NAME(counter) __MBGL_DEBUG_GROUP_NAME2(counter)
#define MBGL_DEBUG_GROUP(string) ::mbgl::gl::debugging::group __MBGL_DEBUG_GROUP_NAME(__LINE__)(string);

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@@ -28,10 +28,6 @@
#include <mbgl/util/mat3.hpp>
#include <mbgl/util/string.hpp>
#if defined(DEBUG)
#include <mbgl/util/stopwatch.hpp>
#endif
#include <cassert>
#include <algorithm>
#include <iostream>
@@ -46,7 +42,7 @@ Painter::Painter(const TransformState& state_,
gl::debugging::enable();
shaders = std::make_unique<Shaders>(store);
#if defined(DEBUG)
#ifndef NDEBUG
overdrawShaders = std::make_unique<Shaders>(store, Shader::Overdraw);
#endif
@@ -71,7 +67,7 @@ void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& a
frame = frame_;
PaintParameters parameters {
#if defined(DEBUG)
#ifndef NDEBUG
isOverdraw() ? *overdrawShaders : *shaders
#else
*shaders
@@ -159,7 +155,7 @@ void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& a
drawClippingMasks(parameters, generator.getStencils());
}
#if defined(DEBUG)
#ifndef NDEBUG
if (frame.debugOptions & MapDebugOptions::StencilClip) {
renderClipMasks();
return;

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@@ -86,7 +86,7 @@ public:
// Renders the red debug frame around a tile, visualizing its perimeter.
void renderDebugFrame(const mat4 &matrix);
#if defined(DEBUG)
#ifndef NDEBUG
// Renders tile clip boundaries, using stencil buffer to calculate fill color.
void renderClipMasks();
#endif
@@ -142,7 +142,7 @@ private:
void setDepthSublayer(int n);
#if defined(DEBUG)
#ifndef NDEBUG
bool isOverdraw() const { return frame.debugOptions & MapDebugOptions::Overdraw; }
#else
bool isOverdraw() const { return false; }
@@ -181,7 +181,7 @@ private:
FrameHistory frameHistory;
std::unique_ptr<Shaders> shaders;
#if defined(DEBUG)
#ifndef NDEBUG
std::unique_ptr<Shaders> overdrawShaders;
#endif

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@@ -87,7 +87,7 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index()));
}
#if defined(DEBUG)
#ifndef NDEBUG
void Painter::renderClipMasks() {
config.stencilTest = GL_FALSE;
config.depthTest = GL_FALSE;
@@ -123,6 +123,6 @@ void Painter::renderClipMasks() {
MBGL_CHECK_ERROR(glDrawPixels(fbSize[0], fbSize[1], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels.get()));
#endif // GL_ES_VERSION_2_0
}
#endif // defined(DEBUG)
#endif // NDEBUG
} // namespace mbgl

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@@ -6,7 +6,7 @@ namespace mbgl {
namespace debug {
#if defined(DEBUG)
#ifndef NDEBUG
const bool tileParseWarnings = false;
const bool styleParseWarnings = false;
const bool spriteWarnings = false;