Change glCheck macro to be usable as an expression

This commit is contained in:
ZXShady 2024-09-20 08:34:22 +01:00 committed by Chris Thrasher
parent c8cf84511d
commit 0d33ddeccf
7 changed files with 77 additions and 72 deletions

View File

@ -31,31 +31,10 @@
#include <filesystem> #include <filesystem>
#include <string_view> #include <string_view>
#include <type_traits>
namespace sf::priv namespace sf::priv
{ {
////////////////////////////////////////////////////////////
/// Let's define a macro to quickly check every OpenGL API call
////////////////////////////////////////////////////////////
#ifdef SFML_DEBUG
// In debug mode, perform a test on every OpenGL call
// The do-while loop is needed so that glCheck can be used as a single statement in if/else branches
#define glCheck(expr) \
do \
{ \
expr; \
sf::priv::glCheckError(__FILE__, __LINE__, #expr); \
} while (false)
#else
// Else, we don't add any overhead
#define glCheck(expr) (expr)
#endif
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Check the last OpenGL error /// \brief Check the last OpenGL error
/// ///
@ -68,4 +47,32 @@ namespace sf::priv
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool glCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression); bool glCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression);
////////////////////////////////////////////////////////////
/// Let's define a macro to quickly check every OpenGL API call
////////////////////////////////////////////////////////////
#ifdef SFML_DEBUG
// In debug mode, perform a test on every OpenGL call
// The lamdba allows us to call glCheck as an expression and acts as a single statement perfect for if/else statements
#define glCheck(...) \
[](auto&& glCheckInternalFunction) \
{ \
if constexpr (!std::is_void_v<decltype(glCheckInternalFunction())>) \
{ \
const auto glCheckInternalReturnValue = glCheckInternalFunction(); \
sf::priv::glCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
return glCheckInternalReturnValue; \
} \
else \
{ \
glCheckInternalFunction(); \
sf::priv::glCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
} \
}([&]() { return __VA_ARGS__; })
#else
// Else, we don't add any overhead
#define glCheck(...) (__VA_ARGS__)
#endif
} // namespace sf::priv } // namespace sf::priv

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@ -430,9 +430,7 @@ bool RenderTextureImplFBO::createFrameBuffer()
glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureId, 0)); glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureId, 0));
// A final check, just to be sure... // A final check, just to be sure...
GLenum status = 0; if (glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER)) != GLEXT_GL_FRAMEBUFFER_COMPLETE)
glCheck(status = GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER));
if (status != GLEXT_GL_FRAMEBUFFER_COMPLETE)
{ {
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0)); glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl; err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
@ -486,8 +484,7 @@ bool RenderTextureImplFBO::createFrameBuffer()
} }
// A final check, just to be sure... // A final check, just to be sure...
glCheck(status = GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER)); if (glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER)) != GLEXT_GL_FRAMEBUFFER_COMPLETE)
if (status != GLEXT_GL_FRAMEBUFFER_COMPLETE)
{ {
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0)); glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
err() << "Impossible to create render texture (failed to link the render buffers to the multisample frame " err() << "Impossible to create render texture (failed to link the render buffers to the multisample frame "

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@ -185,7 +185,7 @@ struct Shader::UniformBinder
if (currentProgram) if (currentProgram)
{ {
// Enable program object // Enable program object
glCheck(savedProgram = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT)); savedProgram = glCheck(GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
if (currentProgram != savedProgram) if (currentProgram != savedProgram)
glCheck(GLEXT_glUseProgramObject(currentProgram)); glCheck(GLEXT_glUseProgramObject(currentProgram));
@ -865,15 +865,13 @@ bool Shader::compile(std::string_view vertexShaderCode, std::string_view geometr
} }
// Create the program // Create the program
GLEXT_GLhandle shaderProgram{}; const GLEXT_GLhandle shaderProgram = glCheck(GLEXT_glCreateProgramObject());
glCheck(shaderProgram = GLEXT_glCreateProgramObject());
// Create the vertex shader if needed // Create the vertex shader if needed
if (!vertexShaderCode.empty()) if (!vertexShaderCode.empty())
{ {
// Create and compile the shader // Create and compile the shader
GLEXT_GLhandle vertexShader{}; const GLEXT_GLhandle vertexShader = glCheck(GLEXT_glCreateShaderObject(GLEXT_GL_VERTEX_SHADER));
glCheck(vertexShader = GLEXT_glCreateShaderObject(GLEXT_GL_VERTEX_SHADER));
const GLcharARB* sourceCode = vertexShaderCode.data(); const GLcharARB* sourceCode = vertexShaderCode.data();
const auto sourceCodeLength = static_cast<GLint>(vertexShaderCode.length()); const auto sourceCodeLength = static_cast<GLint>(vertexShaderCode.length());
glCheck(GLEXT_glShaderSource(vertexShader, 1, &sourceCode, &sourceCodeLength)); glCheck(GLEXT_glShaderSource(vertexShader, 1, &sourceCode, &sourceCodeLength));
@ -929,8 +927,7 @@ bool Shader::compile(std::string_view vertexShaderCode, std::string_view geometr
if (!fragmentShaderCode.empty()) if (!fragmentShaderCode.empty())
{ {
// Create and compile the shader // Create and compile the shader
GLEXT_GLhandle fragmentShader{}; const GLEXT_GLhandle fragmentShader = glCheck(GLEXT_glCreateShaderObject(GLEXT_GL_FRAGMENT_SHADER));
glCheck(fragmentShader = GLEXT_glCreateShaderObject(GLEXT_GL_FRAGMENT_SHADER));
const GLcharARB* sourceCode = fragmentShaderCode.data(); const GLcharARB* sourceCode = fragmentShaderCode.data();
const auto sourceCodeLength = static_cast<GLint>(fragmentShaderCode.length()); const auto sourceCodeLength = static_cast<GLint>(fragmentShaderCode.length());
glCheck(GLEXT_glShaderSource(fragmentShader, 1, &sourceCode, &sourceCodeLength)); glCheck(GLEXT_glShaderSource(fragmentShader, 1, &sourceCode, &sourceCodeLength));

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@ -648,11 +648,9 @@ void Texture::update(const Texture& texture, Vector2u dest)
GLEXT_glFramebufferTexture2D(GLEXT_GL_DRAW_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0)); GLEXT_glFramebufferTexture2D(GLEXT_GL_DRAW_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
// A final check, just to be sure... // A final check, just to be sure...
GLenum sourceStatus = 0; const GLenum sourceStatus = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_READ_FRAMEBUFFER));
glCheck(sourceStatus = GLEXT_glCheckFramebufferStatus(GLEXT_GL_READ_FRAMEBUFFER));
GLenum destStatus = 0; const GLenum destStatus = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_DRAW_FRAMEBUFFER));
glCheck(destStatus = GLEXT_glCheckFramebufferStatus(GLEXT_GL_DRAW_FRAMEBUFFER));
if ((sourceStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE) && (destStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE)) if ((sourceStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE) && (destStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE))
{ {

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@ -236,23 +236,19 @@ bool VertexBuffer::update([[maybe_unused]] const VertexBuffer& vertexBuffer)
nullptr, nullptr,
VertexBufferImpl::usageToGlEnum(m_usage))); VertexBufferImpl::usageToGlEnum(m_usage)));
void* destination = nullptr; void* const destination = glCheck(GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_WRITE_ONLY));
glCheck(destination = GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_WRITE_ONLY));
glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, vertexBuffer.m_buffer)); glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, vertexBuffer.m_buffer));
void* source = nullptr; const void* const source = glCheck(GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_READ_ONLY));
glCheck(source = GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_READ_ONLY));
std::memcpy(destination, source, sizeof(Vertex) * vertexBuffer.m_size); std::memcpy(destination, source, sizeof(Vertex) * vertexBuffer.m_size);
GLboolean sourceResult = GL_FALSE; const GLboolean sourceResult = glCheck(GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
glCheck(sourceResult = GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, m_buffer)); glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, m_buffer));
GLboolean destinationResult = GL_FALSE; const GLboolean destinationResult = glCheck(GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
glCheck(destinationResult = GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, 0)); glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, 0));

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@ -42,7 +42,7 @@ bool eglCheckError(const std::filesystem::path& file, unsigned int line, std::st
{ {
const auto logError = [&](const char* error, const char* description) const auto logError = [&](const char* error, const char* description)
{ {
err() << "An internal EGL call failed in " << file.filename() << " (" << line << ") : " err() << "An internal EGL call failed in " << file.filename() << "(" << line << ")."
<< "\nExpression:\n " << expression << "\nError description:\n " << error << "\n " << description << '\n' << "\nExpression:\n " << expression << "\nError description:\n " << error << "\n " << description << '\n'
<< std::endl; << std::endl;

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@ -35,27 +35,6 @@
namespace sf::priv namespace sf::priv
{ {
////////////////////////////////////////////////////////////
/// Let's define a macro to quickly check every EGL API call
////////////////////////////////////////////////////////////
#ifdef SFML_DEBUG
// In debug mode, perform a test on every EGL call
// The do-while loop is needed so that glCheck can be used as a single statement in if/else branches
#define eglCheck(expr) \
do \
{ \
expr; \
sf::priv::eglCheckError(__FILE__, __LINE__, #expr); \
} while (false)
#else
// Else, we don't add any overhead
#define eglCheck(x) (x)
#endif
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Check the last EGL error /// \brief Check the last EGL error
/// ///
@ -68,4 +47,35 @@ namespace sf::priv
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool eglCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression); bool eglCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression);
////////////////////////////////////////////////////////////
/// Let's define a macro to quickly check every EGL API call
////////////////////////////////////////////////////////////
#ifdef SFML_DEBUG
// In debug mode, perform a test on every EGL call
// The lamdba allows us to call eglCheck as an expression and acts as a single statement perfect for if/else statements
#define eglCheck(...) \
[](auto&& eglCheckInternalFunction) \
{ \
if constexpr (!std::is_void_v<decltype(eglCheckInternalFunction())>) \
{ \
const auto eglCheckInternalReturnValue = eglCheckInternalFunction(); \
sf::priv::eglCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
return eglCheckInternalReturnValue; \
} \
else \
{ \
eglCheckInternalFunction(); \
sf::priv::eglCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
} \
}([&]() { return __VA_ARGS__; })
#else
// Else, we don't add any overhead
#define eglCheck(...) (__VA_ARGS__)
#endif
} // namespace sf::priv } // namespace sf::priv