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Add the optional ability to print a stacktrace with an OpenGL error (closes #1700)
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@@ -388,6 +388,7 @@ TEST_CASE("Configuration: openGLDebugContext", "[configuration]") {
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constexpr const char Extra[] = R"(OpenGLDebugContext = { Activate = true })";
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const Configuration c = loadConfiguration("openGLDebugContext1", Extra);
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CHECK(c.openGLDebugContext.isActive == true);
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CHECK(c.openGLDebugContext.printStacktrace == false);
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CHECK(
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c.openGLDebugContext.isSynchronous ==
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defaultConf.openGLDebugContext.isSynchronous
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@@ -451,6 +452,7 @@ OpenGLDebugContext = { Activate = true, Synchronous = true }
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constexpr const char Extra[] = R"(
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OpenGLDebugContext = {
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Activate = true,
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PrintStacktrace = true,
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FilterIdentifier = {
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{ Identifier = 1, Source = "API", Type = "Error" },
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{ Identifier = 2, Source = "Window System", Type = "Deprecated" },
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@@ -467,6 +469,7 @@ OpenGLDebugContext = {
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)";
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const Configuration c = loadConfiguration("openGLDebugContext3", Extra);
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CHECK(c.openGLDebugContext.isActive == true);
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CHECK(c.openGLDebugContext.printStacktrace == true);
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CHECK(
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c.openGLDebugContext.isSynchronous ==
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defaultConf.openGLDebugContext.isSynchronous
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@@ -515,6 +518,7 @@ OpenGLDebugContext = { Activate = true, FilterSeverity = { "High", "Medium" } }
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)";
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const Configuration c = loadConfiguration("openGLDebugContext4", Extra);
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CHECK(c.openGLDebugContext.isActive == true);
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CHECK(c.openGLDebugContext.printStacktrace == false);
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CHECK(
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c.openGLDebugContext.isSynchronous ==
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defaultConf.openGLDebugContext.isSynchronous
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