b90ce6944f
glGetError() returns GL_INVALID_OPERATION during OBS shutdown when GL is used on Windows. This change gives up after eight errors. This could be avoided by stopping the graphics thread before window destruction, but the shutdown code looks like it could be tricky to reorder.
172 lines
4.7 KiB
C
172 lines
4.7 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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/*
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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, "%s failed, glGetError returned 0x%X",
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funcname, 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, "Too many GL errors, moving on",
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funcname, errorcode);
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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_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 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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