227 lines
5.7 KiB
C
227 lines
5.7 KiB
C
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#pragma once
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static const char *gl_error_to_str(GLenum errorcode)
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{
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static const struct {
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GLenum error;
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const char *str;
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} err_to_str[] = {
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{
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GL_INVALID_ENUM,
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"GL_INVALID_ENUM",
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},
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{
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GL_INVALID_VALUE,
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"GL_INVALID_VALUE",
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},
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{
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GL_INVALID_OPERATION,
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"GL_INVALID_OPERATION",
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},
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{
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GL_INVALID_FRAMEBUFFER_OPERATION,
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"GL_INVALID_FRAMEBUFFER_OPERATION",
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},
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{
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GL_OUT_OF_MEMORY,
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"GL_OUT_OF_MEMORY",
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},
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{
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GL_STACK_UNDERFLOW,
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"GL_STACK_UNDERFLOW",
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},
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{
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GL_STACK_OVERFLOW,
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"GL_STACK_OVERFLOW",
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},
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};
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for (size_t i = 0; i < sizeof(err_to_str) / sizeof(*err_to_str); i++) {
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if (err_to_str[i].error == errorcode)
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return err_to_str[i].str;
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}
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return "Unknown";
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}
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/*
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* Okay, so GL error handling is.. unclean to work with. I don't want
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* to have to keep typing out the same stuff over and over again do I'll just
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* make a bunch of helper functions to make it a bit easier to handle errors
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*/
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static inline bool gl_success(const char *funcname)
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{
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GLenum errorcode = glGetError();
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if (errorcode != GL_NO_ERROR) {
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int attempts = 8;
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do {
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blog(LOG_ERROR,
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"%s failed, glGetError returned %s(0x%X)",
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funcname, gl_error_to_str(errorcode), errorcode);
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errorcode = glGetError();
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--attempts;
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if (attempts == 0) {
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blog(LOG_ERROR,
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"Too many GL errors, moving on");
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break;
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}
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} while (errorcode != GL_NO_ERROR);
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return false;
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}
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return true;
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}
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static inline bool gl_gen_textures(GLsizei num_texture, GLuint *textures)
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{
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glGenTextures(num_texture, textures);
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return gl_success("glGenTextures");
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}
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static inline bool gl_bind_texture(GLenum target, GLuint texture)
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{
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glBindTexture(target, texture);
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return gl_success("glBindTexture");
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}
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static inline void gl_delete_textures(GLsizei num_buffers, GLuint *buffers)
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{
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glDeleteTextures(num_buffers, buffers);
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gl_success("glDeleteTextures");
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}
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static inline bool gl_gen_buffers(GLsizei num_buffers, GLuint *buffers)
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{
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glGenBuffers(num_buffers, buffers);
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return gl_success("glGenBuffers");
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}
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static inline bool gl_bind_buffer(GLenum target, GLuint buffer)
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{
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glBindBuffer(target, buffer);
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return gl_success("glBindBuffer");
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}
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static inline void gl_delete_buffers(GLsizei num_buffers, GLuint *buffers)
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{
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glDeleteBuffers(num_buffers, buffers);
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gl_success("glDeleteBuffers");
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}
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static inline bool gl_gen_vertex_arrays(GLsizei num_arrays, GLuint *arrays)
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{
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glGenVertexArrays(num_arrays, arrays);
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return gl_success("glGenVertexArrays");
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}
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static inline bool gl_bind_vertex_array(GLuint array)
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{
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glBindVertexArray(array);
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return gl_success("glBindVertexArray");
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}
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static inline void gl_delete_vertex_arrays(GLsizei num_arrays, GLuint *arrays)
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{
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glDeleteVertexArrays(num_arrays, arrays);
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gl_success("glDeleteVertexArrays");
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}
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static inline bool gl_bind_renderbuffer(GLenum target, GLuint buffer)
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{
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glBindRenderbuffer(target, buffer);
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return gl_success("glBindRendebuffer");
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}
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static inline bool gl_gen_framebuffers(GLsizei num_arrays, GLuint *arrays)
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{
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glGenFramebuffers(num_arrays, arrays);
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return gl_success("glGenFramebuffers");
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}
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static inline bool gl_bind_framebuffer(GLenum target, GLuint buffer)
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{
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glBindFramebuffer(target, buffer);
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return gl_success("glBindFramebuffer");
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}
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static inline void gl_delete_framebuffers(GLsizei num_arrays, GLuint *arrays)
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{
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glDeleteFramebuffers(num_arrays, arrays);
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gl_success("glDeleteFramebuffers");
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}
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static inline bool gl_tex_param_f(GLenum target, GLenum param, GLfloat val)
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{
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glTexParameterf(target, param, val);
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return gl_success("glTexParameterf");
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}
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static inline bool gl_tex_param_i(GLenum target, GLenum param, GLint val)
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{
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glTexParameteri(target, param, val);
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return gl_success("glTexParameteri");
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}
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static inline bool gl_active_texture(GLenum texture_id)
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{
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glActiveTexture(texture_id);
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return gl_success("glActiveTexture");
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}
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static inline bool gl_enable(GLenum capability)
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{
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glEnable(capability);
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return gl_success("glEnable");
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}
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static inline bool gl_disable(GLenum capability)
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{
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glDisable(capability);
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return gl_success("glDisable");
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}
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static inline bool gl_cull_face(GLenum faces)
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{
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glCullFace(faces);
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return gl_success("glCullFace");
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}
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static inline bool gl_get_integer_v(GLenum pname, GLint *params)
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{
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glGetIntegerv(pname, params);
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return gl_success("glGetIntegerv");
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}
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extern bool gl_init_face(GLenum target, GLenum type, uint32_t num_levels,
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GLenum format, GLint internal_format, bool compressed,
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uint32_t width, uint32_t height, uint32_t size,
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const uint8_t ***p_data);
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extern bool gl_copy_texture(struct gs_device *device, struct gs_texture *dst,
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uint32_t dst_x, uint32_t dst_y,
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struct gs_texture *src, uint32_t src_x,
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uint32_t src_y, uint32_t width, uint32_t height);
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extern bool gl_create_buffer(GLenum target, GLuint *buffer, GLsizeiptr size,
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const GLvoid *data, GLenum usage);
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extern bool update_buffer(GLenum target, GLuint buffer, const void *data,
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size_t size);
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