Add error "handling" to gles3 backend

master
Drew DeVault 8 years ago
parent 63c3faa006
commit 2b909e1729

@ -1,6 +1,8 @@
#ifndef _WLR_RENDER_GLES2_INTERNAL_H
#define _WLR_RENDER_GLES2_INTERNAL_H
#include <stdint.h>
#include <string.h>
#include <stdbool.h>
#include <GLES3/gl3.h>
#include <wlr/render.h>
@ -15,4 +17,10 @@ extern const GLchar vertex_src[];
extern const GLchar fragment_src_RGB[];
extern const GLchar fragment_src_RGBA[];
bool _gles3_flush_errors(const char *file, int line);
#define gles3_flush_errors(...) \
_gles3_flush_errors(__FILE__ + strlen(WLR_SRC_DIR) + 1, __LINE__)
#define GL_CALL(func) func; gles3_flush_errors()
#endif

@ -5,4 +5,5 @@ add_library(wlr-render STATIC
gles3/shaders.c
gles3/renderer.c
gles3/surface.c
gles3/util.c
)

@ -17,17 +17,17 @@ static struct {
static GLuint vao, vbo, ebo;
static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
*shader = glCreateShader(type);
*shader = GL_CALL(glCreateShader(type));
int len = strlen(src);
glShaderSource(*shader, 1, &src, &len);
glCompileShader(*shader);
GL_CALL(glShaderSource(*shader, 1, &src, &len));
GL_CALL(glCompileShader(*shader));
GLint success;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success));
if (success == GL_FALSE) {
GLint loglen;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen));
GLchar msg[loglen];
glGetShaderInfoLog(*shader, loglen, &loglen, msg);
GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
return false;
}
return true;
@ -43,12 +43,10 @@ static bool compile_program(const GLchar *vert_src,
glDeleteProgram(vertex);
return false;
}
*program = glCreateProgram();
glAttachShader(*program, vertex);
glAttachShader(*program, fragment);
glLinkProgram(*program);
glDeleteProgram(vertex);
glDeleteProgram(fragment);
*program = GL_CALL(glCreateProgram());
GL_CALL(glAttachShader(*program, vertex));
GL_CALL(glAttachShader(*program, fragment));
GL_CALL(glLinkProgram(*program));
return true;
}
@ -79,21 +77,21 @@ static void init_default_quad() {
1, 2, 3,
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
GL_CALL(glGenVertexArrays(1, &vao));
GL_CALL(glGenBuffers(1, &vbo));
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GL_CALL(glBindVertexArray(vao));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
GL_CALL(glEnableVertexAttribArray(0));
GL_CALL(glEnableVertexAttribArray(1));
GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0));
GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat))));
GL_CALL(glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW));
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
GL_CALL(glGenBuffers(1, &ebo));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW));
}
static void init_globals() {
@ -104,11 +102,11 @@ static void init_globals() {
static void wlr_gles3_begin(struct wlr_renderer_state *state,
struct wlr_output *output) {
// TODO: let users customize the clear color?
glClearColor(0.25f, 0.25f, 0.25f, 1);
glClear(GL_COLOR_BUFFER_BIT);
GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1));
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
int32_t width = output->width;
int32_t height = output->height;
glViewport(0, 0, width, height);
GL_CALL(glViewport(0, 0, width, height));
// Note: maybe we should save output projection and remove some of the need
// for users to sling matricies themselves
}
@ -126,20 +124,20 @@ static bool wlr_gles3_render_surface(struct wlr_renderer_state *state,
assert(surface && surface->valid);
switch (surface->format) {
case GL_RGB:
glUseProgram(shaders.rgb);
GL_CALL(glUseProgram(shaders.rgb));
break;
case GL_RGBA:
glUseProgram(shaders.rgba);
GL_CALL(glUseProgram(shaders.rgba));
break;
default:
return false;
}
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
GL_CALL(glBindVertexArray(vao));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
wlr_surface_bind(surface);
glUniformMatrix4fv(0, 1, GL_TRUE, *matrix);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
return true;
}

@ -15,11 +15,10 @@ static bool gles3_surface_attach_pixels(struct wlr_surface_state *surface,
surface->wlr_surface->width = width;
surface->wlr_surface->height = height;
surface->wlr_surface->format = format;
// TODO: Error handling
glGenTextures(1, &surface->tex_id);
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, pixels);
GL_CALL(glGenTextures(1, &surface->tex_id));
GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, pixels));
surface->wlr_surface->valid = true;
return true;
}
@ -37,10 +36,10 @@ static void gles3_surface_get_matrix(struct wlr_surface_state *surface,
}
static void gles3_surface_bind(struct wlr_surface_state *surface) {
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
}
static void gles3_surface_destroy(struct wlr_surface_state *surface) {

@ -0,0 +1,38 @@
#include <stdlib.h>
#include <stdbool.h>
#include <GLES3/gl3.h>
#include "common/log.h"
#include "render/gles3.h"
const char *gles3_strerror(GLenum err) {
switch (err) {
case GL_INVALID_ENUM:
return "Invalid enum";
case GL_INVALID_VALUE:
return "Invalid value";
case GL_INVALID_OPERATION:
return "Invalid operation";
case GL_OUT_OF_MEMORY:
return "Out of memory";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "Invalid framebuffer operation";
default:
return "Unknown error";
}
}
bool _gles3_flush_errors(const char *file, int line) {
GLenum err;
bool failure = false;
while ((err = glGetError()) != GL_NO_ERROR) {
failure = true;
if (err == GL_OUT_OF_MEMORY) {
// The OpenGL context is now undefined
_wlr_log(L_ERROR, "[%s:%d] Fatal GL error: out of memory", file, line);
exit(1);
} else {
_wlr_log(L_ERROR, "[%s:%d] GL error %d %s", file, line, err, gles3_strerror(err));
}
}
return failure;
}
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