Add error "handling" to gles3 backend

This commit is contained in:
Drew DeVault 2017-06-09 10:28:50 -04:00
parent 63c3faa006
commit 2b909e1729
5 changed files with 87 additions and 43 deletions

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@ -1,6 +1,8 @@
#ifndef _WLR_RENDER_GLES2_INTERNAL_H #ifndef _WLR_RENDER_GLES2_INTERNAL_H
#define _WLR_RENDER_GLES2_INTERNAL_H #define _WLR_RENDER_GLES2_INTERNAL_H
#include <stdint.h> #include <stdint.h>
#include <string.h>
#include <stdbool.h>
#include <GLES3/gl3.h> #include <GLES3/gl3.h>
#include <wlr/render.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_RGB[];
extern const GLchar fragment_src_RGBA[]; 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 #endif

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

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

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

38
render/gles3/util.c Normal file
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@ -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;
}