add error handling

This commit is contained in:
faiface 2016-11-23 18:06:55 +01:00
parent ff30a4d2b2
commit c5c93d9442
4 changed files with 75 additions and 10 deletions

41
pixelgl/error.go Normal file
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@ -0,0 +1,41 @@
package pixelgl
import (
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/pkg/errors"
)
// GetLastError returns (and consumes) the last error generated by OpenGL.
// If no error has been generated, this function returns nil.
//
// Call this function only inside the OpenGL thread (Do, DoErr or DoVal function). It's not guaranteed
// to work correctly outside of it, because the thread swallows extra unchecked errors.
func GetLastError() error {
err := uint32(gl.NO_ERROR)
for e := gl.GetError(); e != gl.NO_ERROR; e = gl.GetError() {
err = e
}
if err == gl.NO_ERROR {
return nil
}
switch err {
case gl.INVALID_ENUM:
return errors.New("invalid enum")
case gl.INVALID_VALUE:
return errors.New("invalid value")
case gl.INVALID_OPERATION:
return errors.New("invalid operation")
case gl.STACK_OVERFLOW:
return errors.New("stack overflow")
case gl.STACK_UNDERFLOW:
return errors.New("stack underflow")
case gl.OUT_OF_MEMORY:
return errors.New("out of memory")
case gl.INVALID_FRAMEBUFFER_OPERATION:
return errors.New("invalid framebuffer operation")
case gl.CONTEXT_LOST:
return errors.New("context lost")
default:
return errors.New("unknown error")
}
}

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@ -1,6 +1,9 @@
package pixelgl
import "github.com/go-gl/gl/v3.3-core/gl"
import (
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/pkg/errors"
)
// Texture is an OpenGL texture.
type Texture struct {
@ -10,11 +13,12 @@ type Texture struct {
// NewTexture creates a new texture with the specified width and height.
// The pixels must be a sequence of RGBA values.
func NewTexture(parent BeginEnder, width, height int, pixels []uint8) *Texture {
func NewTexture(parent BeginEnder, width, height int, pixels []uint8) (*Texture, error) {
texture := &Texture{parent: parent}
Do(func() {
err := DoErr(func() error {
gl.GenTextures(1, &texture.tex)
gl.BindTexture(gl.TEXTURE_2D, texture.tex)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
@ -27,9 +31,15 @@ func NewTexture(parent BeginEnder, width, height int, pixels []uint8) *Texture {
gl.Ptr(pixels),
)
gl.GenerateMipmap(gl.TEXTURE_2D)
gl.BindTexture(gl.TEXTURE_2D, 0)
return GetLastError()
})
return texture
if err != nil {
return nil, errors.Wrap(err, "failed to create a texture")
}
return texture, nil
}
// Begin binds a texture.

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@ -16,6 +16,7 @@ func init() {
go func() {
runtime.LockOSThread()
for f := range callQueue {
GetLastError() // swallow unchecked errors
f()
}
}()

View File

@ -1,6 +1,9 @@
package pixelgl
import "github.com/go-gl/gl/v3.3-core/gl"
import (
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/pkg/errors"
)
// VertexFormat defines a data format in a vertex buffer.
//
@ -96,13 +99,13 @@ type VertexArray struct {
}
// NewVertexArray creates a new vertex array and wraps another BeginEnder around it.
func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) *VertexArray {
func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) (*VertexArray, error) {
va := &VertexArray{
parent: parent,
format: format,
mode: mode,
}
Do(func() {
err := DoErr(func() error {
gl.GenVertexArrays(1, &va.vao)
gl.BindVertexArray(va.vao)
@ -129,8 +132,13 @@ func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode,
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
return GetLastError()
})
return va
if err != nil {
return nil, errors.Wrap(err, "failed to create a vertex array")
}
return va, nil
}
// VertexFormat returns the format of the vertices inside a vertex array.
@ -164,12 +172,17 @@ func (va *VertexArray) Draw() {
// UpdateData overwrites the current vertex array data starting at the index offset.
//
// Offset is not a number of bytes, instead, it's an index in the array.
func (va *VertexArray) UpdateData(offset int, data []float64) {
Do(func() {
func (va *VertexArray) UpdateData(offset int, data []float64) error {
err := DoErr(func() error {
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
gl.BufferSubData(gl.ARRAY_BUFFER, 8*offset, 8*len(data), gl.Ptr(data))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
return GetLastError()
})
if err != nil {
return errors.Wrap(err, "failed to update vertex array")
}
return nil
}
// Begin binds a vertex array and it's associated vertex buffer.