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

View file

@ -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;
}