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https://github.com/SFML/SFML.git
synced 2024-11-28 22:31:09 +08:00
Change glCheck macro to be usable as an expression
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@ -31,31 +31,10 @@
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#include <filesystem>
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#include <filesystem>
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#include <string_view>
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#include <string_view>
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#include <type_traits>
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namespace sf::priv
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namespace sf::priv
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{
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{
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////////////////////////////////////////////////////////////
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/// Let's define a macro to quickly check every OpenGL API call
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////////////////////////////////////////////////////////////
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#ifdef SFML_DEBUG
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// In debug mode, perform a test on every OpenGL call
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// The do-while loop is needed so that glCheck can be used as a single statement in if/else branches
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#define glCheck(expr) \
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do \
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{ \
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expr; \
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sf::priv::glCheckError(__FILE__, __LINE__, #expr); \
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} while (false)
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#else
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// Else, we don't add any overhead
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#define glCheck(expr) (expr)
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#endif
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// \brief Check the last OpenGL error
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/// \brief Check the last OpenGL error
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///
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///
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@ -68,4 +47,32 @@ namespace sf::priv
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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bool glCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression);
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bool glCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression);
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////////////////////////////////////////////////////////////
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/// Let's define a macro to quickly check every OpenGL API call
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////////////////////////////////////////////////////////////
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#ifdef SFML_DEBUG
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// In debug mode, perform a test on every OpenGL call
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// The lamdba allows us to call glCheck as an expression and acts as a single statement perfect for if/else statements
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#define glCheck(...) \
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[](auto&& glCheckInternalFunction) \
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{ \
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if constexpr (!std::is_void_v<decltype(glCheckInternalFunction())>) \
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{ \
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const auto glCheckInternalReturnValue = glCheckInternalFunction(); \
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sf::priv::glCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
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return glCheckInternalReturnValue; \
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} \
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else \
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{ \
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glCheckInternalFunction(); \
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sf::priv::glCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
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} \
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}([&]() { return __VA_ARGS__; })
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#else
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// Else, we don't add any overhead
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#define glCheck(...) (__VA_ARGS__)
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#endif
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} // namespace sf::priv
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} // namespace sf::priv
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@ -430,9 +430,7 @@ bool RenderTextureImplFBO::createFrameBuffer()
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glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureId, 0));
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glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textureId, 0));
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// A final check, just to be sure...
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// A final check, just to be sure...
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GLenum status = 0;
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if (glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER)) != GLEXT_GL_FRAMEBUFFER_COMPLETE)
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glCheck(status = GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER));
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if (status != GLEXT_GL_FRAMEBUFFER_COMPLETE)
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{
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{
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
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err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
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err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
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@ -486,8 +484,7 @@ bool RenderTextureImplFBO::createFrameBuffer()
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}
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}
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// A final check, just to be sure...
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// A final check, just to be sure...
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glCheck(status = GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER));
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if (glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER)) != GLEXT_GL_FRAMEBUFFER_COMPLETE)
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if (status != GLEXT_GL_FRAMEBUFFER_COMPLETE)
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{
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{
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
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err() << "Impossible to create render texture (failed to link the render buffers to the multisample frame "
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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
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if (currentProgram)
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if (currentProgram)
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{
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{
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// Enable program object
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// Enable program object
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glCheck(savedProgram = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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savedProgram = glCheck(GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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if (currentProgram != savedProgram)
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if (currentProgram != savedProgram)
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glCheck(GLEXT_glUseProgramObject(currentProgram));
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glCheck(GLEXT_glUseProgramObject(currentProgram));
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@ -865,17 +865,15 @@ bool Shader::compile(std::string_view vertexShaderCode, std::string_view geometr
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}
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}
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// Create the program
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// Create the program
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GLEXT_GLhandle shaderProgram{};
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const GLEXT_GLhandle shaderProgram = glCheck(GLEXT_glCreateProgramObject());
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glCheck(shaderProgram = GLEXT_glCreateProgramObject());
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// Create the vertex shader if needed
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// Create the vertex shader if needed
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if (!vertexShaderCode.empty())
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if (!vertexShaderCode.empty())
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{
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{
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// Create and compile the shader
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// Create and compile the shader
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GLEXT_GLhandle vertexShader{};
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const GLEXT_GLhandle vertexShader = glCheck(GLEXT_glCreateShaderObject(GLEXT_GL_VERTEX_SHADER));
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glCheck(vertexShader = GLEXT_glCreateShaderObject(GLEXT_GL_VERTEX_SHADER));
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const GLcharARB* sourceCode = vertexShaderCode.data();
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const GLcharARB* sourceCode = vertexShaderCode.data();
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const auto sourceCodeLength = static_cast<GLint>(vertexShaderCode.length());
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const auto sourceCodeLength = static_cast<GLint>(vertexShaderCode.length());
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glCheck(GLEXT_glShaderSource(vertexShader, 1, &sourceCode, &sourceCodeLength));
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glCheck(GLEXT_glShaderSource(vertexShader, 1, &sourceCode, &sourceCodeLength));
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glCheck(GLEXT_glCompileShader(vertexShader));
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glCheck(GLEXT_glCompileShader(vertexShader));
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@ -929,10 +927,9 @@ bool Shader::compile(std::string_view vertexShaderCode, std::string_view geometr
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if (!fragmentShaderCode.empty())
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if (!fragmentShaderCode.empty())
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{
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{
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// Create and compile the shader
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// Create and compile the shader
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GLEXT_GLhandle fragmentShader{};
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const GLEXT_GLhandle fragmentShader = glCheck(GLEXT_glCreateShaderObject(GLEXT_GL_FRAGMENT_SHADER));
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glCheck(fragmentShader = GLEXT_glCreateShaderObject(GLEXT_GL_FRAGMENT_SHADER));
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const GLcharARB* sourceCode = fragmentShaderCode.data();
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const GLcharARB* sourceCode = fragmentShaderCode.data();
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const auto sourceCodeLength = static_cast<GLint>(fragmentShaderCode.length());
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const auto sourceCodeLength = static_cast<GLint>(fragmentShaderCode.length());
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glCheck(GLEXT_glShaderSource(fragmentShader, 1, &sourceCode, &sourceCodeLength));
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glCheck(GLEXT_glShaderSource(fragmentShader, 1, &sourceCode, &sourceCodeLength));
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glCheck(GLEXT_glCompileShader(fragmentShader));
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glCheck(GLEXT_glCompileShader(fragmentShader));
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@ -648,11 +648,9 @@ void Texture::update(const Texture& texture, Vector2u dest)
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GLEXT_glFramebufferTexture2D(GLEXT_GL_DRAW_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
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GLEXT_glFramebufferTexture2D(GLEXT_GL_DRAW_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
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// A final check, just to be sure...
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// A final check, just to be sure...
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GLenum sourceStatus = 0;
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const GLenum sourceStatus = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_READ_FRAMEBUFFER));
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glCheck(sourceStatus = GLEXT_glCheckFramebufferStatus(GLEXT_GL_READ_FRAMEBUFFER));
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GLenum destStatus = 0;
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const GLenum destStatus = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_DRAW_FRAMEBUFFER));
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glCheck(destStatus = GLEXT_glCheckFramebufferStatus(GLEXT_GL_DRAW_FRAMEBUFFER));
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if ((sourceStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE) && (destStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE))
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if ((sourceStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE) && (destStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE))
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{
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{
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@ -236,23 +236,19 @@ bool VertexBuffer::update([[maybe_unused]] const VertexBuffer& vertexBuffer)
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nullptr,
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nullptr,
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VertexBufferImpl::usageToGlEnum(m_usage)));
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VertexBufferImpl::usageToGlEnum(m_usage)));
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void* destination = nullptr;
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void* const destination = glCheck(GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_WRITE_ONLY));
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glCheck(destination = GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_WRITE_ONLY));
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glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, vertexBuffer.m_buffer));
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glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, vertexBuffer.m_buffer));
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void* source = nullptr;
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const void* const source = glCheck(GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_READ_ONLY));
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glCheck(source = GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_READ_ONLY));
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std::memcpy(destination, source, sizeof(Vertex) * vertexBuffer.m_size);
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std::memcpy(destination, source, sizeof(Vertex) * vertexBuffer.m_size);
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GLboolean sourceResult = GL_FALSE;
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const GLboolean sourceResult = glCheck(GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
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glCheck(sourceResult = GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
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glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, m_buffer));
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glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, m_buffer));
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GLboolean destinationResult = GL_FALSE;
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const GLboolean destinationResult = glCheck(GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
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glCheck(destinationResult = GLEXT_glUnmapBuffer(GLEXT_GL_ARRAY_BUFFER));
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glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, 0));
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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
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{
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{
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const auto logError = [&](const char* error, const char* description)
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const auto logError = [&](const char* error, const char* description)
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{
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{
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err() << "An internal EGL call failed in " << file.filename() << " (" << line << ") : "
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err() << "An internal EGL call failed in " << file.filename() << "(" << line << ")."
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<< "\nExpression:\n " << expression << "\nError description:\n " << error << "\n " << description << '\n'
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<< "\nExpression:\n " << expression << "\nError description:\n " << error << "\n " << description << '\n'
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<< std::endl;
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<< std::endl;
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@ -35,27 +35,6 @@
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namespace sf::priv
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namespace sf::priv
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{
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{
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////////////////////////////////////////////////////////////
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/// Let's define a macro to quickly check every EGL API call
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////////////////////////////////////////////////////////////
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#ifdef SFML_DEBUG
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// In debug mode, perform a test on every EGL call
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// The do-while loop is needed so that glCheck can be used as a single statement in if/else branches
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#define eglCheck(expr) \
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do \
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{ \
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expr; \
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sf::priv::eglCheckError(__FILE__, __LINE__, #expr); \
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} while (false)
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#else
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// Else, we don't add any overhead
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#define eglCheck(x) (x)
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#endif
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// \brief Check the last EGL error
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/// \brief Check the last EGL error
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///
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///
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@ -68,4 +47,35 @@ namespace sf::priv
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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bool eglCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression);
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bool eglCheckError(const std::filesystem::path& file, unsigned int line, std::string_view expression);
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////////////////////////////////////////////////////////////
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/// Let's define a macro to quickly check every EGL API call
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////////////////////////////////////////////////////////////
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#ifdef SFML_DEBUG
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// In debug mode, perform a test on every EGL call
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// The lamdba allows us to call eglCheck as an expression and acts as a single statement perfect for if/else statements
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#define eglCheck(...) \
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[](auto&& eglCheckInternalFunction) \
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{ \
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if constexpr (!std::is_void_v<decltype(eglCheckInternalFunction())>) \
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{ \
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const auto eglCheckInternalReturnValue = eglCheckInternalFunction(); \
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sf::priv::eglCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
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return eglCheckInternalReturnValue; \
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} \
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else \
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{ \
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eglCheckInternalFunction(); \
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sf::priv::eglCheckError(__FILE__, static_cast<unsigned int>(__LINE__), #__VA_ARGS__); \
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} \
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}([&]() { return __VA_ARGS__; })
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#else
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// Else, we don't add any overhead
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#define eglCheck(...) (__VA_ARGS__)
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#endif
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} // namespace sf::priv
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} // namespace sf::priv
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