Bug 1088345 - Improve glGetError handling. - r=kamidphish

This commit is contained in:
Jeff Gilbert 2014-10-24 16:52:35 -07:00
Родитель 3002bdad01
Коммит d41ee052e4
8 изменённых файлов: 101 добавлений и 119 удалений

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@ -674,7 +674,7 @@ GLenum
WebGLContext::GetAndFlushUnderlyingGLErrors()
{
// Get and clear GL error in ALL cases.
GLenum error = gl->GetAndClearError();
GLenum error = gl->fGetError();
// Only store in mUnderlyingGLError if is hasn't already recorded an
// error.

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@ -1621,7 +1621,7 @@ WebGLContext::InitAndValidateGL()
// and check OpenGL error for INVALID_ENUM.
// before we start, we check that no error already occurred, to prevent hiding it in our subsequent error handling
error = gl->GetAndClearError();
error = gl->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
GenerateWarning("GL error 0x%x occurred during WebGL context initialization!", error);
return false;
@ -1634,7 +1634,7 @@ WebGLContext::InitAndValidateGL()
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS, &maxVertexOutputComponents);
gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS, &minFragmentInputComponents);
error = gl->GetAndClearError();
error = gl->fGetError();
switch (error) {
case LOCAL_GL_NO_ERROR:
mGLMaxVaryingVectors = std::min(maxVertexOutputComponents, minFragmentInputComponents) / 4;
@ -1694,9 +1694,10 @@ WebGLContext::InitAndValidateGL()
// Mesa can only be detected with the GL_VERSION string, of the form "2.1 Mesa 7.11.0"
mIsMesa = strstr((const char *)(gl->fGetString(LOCAL_GL_VERSION)), "Mesa");
// notice that the point of calling GetAndClearError here is not only to check for error,
// it is also to reset the error flags so that a subsequent WebGL getError call will give the correct result.
error = gl->GetAndClearError();
// Notice that the point of calling fGetError here is not only to check for
// errors, but also to reset the error flags so that a subsequent WebGL
// getError call will give the correct result.
error = gl->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
GenerateWarning("GL error 0x%x occurred during WebGL context initialization!", error);
return false;

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@ -292,9 +292,8 @@ GLContext::GLContext(const SurfaceCaps& caps,
mVendor(GLVendor::Other),
mRenderer(GLRenderer::Other),
mHasRobustness(false),
#ifdef MOZ_GL_DEBUG
mIsInLocalErrorCheck(false),
#endif
mTopError(LOCAL_GL_NO_ERROR),
mLocalErrorScope(nullptr),
mSharedContext(sharedContext),
mCaps(caps),
mScreen(nullptr),

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@ -580,110 +580,83 @@ public:
}
}
/** \returns the first GL error, and guarantees that all GL error flags are cleared,
* i.e. that a subsequent GetError call will return NO_ERROR
*/
GLenum GetAndClearError() {
// the first error is what we want to return
GLenum error = fGetError();
if (error) {
// clear all pending errors
while(fGetError()) {}
}
return error;
}
private:
GLenum raw_fGetError() {
GLenum mTopError;
GLenum RawGetError() {
return mSymbols.fGetError();
}
std::queue<GLenum> mGLErrorQueue;
GLenum RawGetErrorAndClear() {
GLenum err = RawGetError();
public:
GLenum fGetError() {
if (!mGLErrorQueue.empty()) {
GLenum err = mGLErrorQueue.front();
mGLErrorQueue.pop();
return err;
}
if (err)
while (RawGetError()) {}
return GetUnpushedError();
}
private:
GLenum GetUnpushedError() {
return raw_fGetError();
}
void ClearUnpushedErrors() {
while (GetUnpushedError()) {
// Discard errors.
}
}
GLenum GetAndClearUnpushedErrors() {
GLenum err = GetUnpushedError();
if (err) {
ClearUnpushedErrors();
}
return err;
}
void PushError(GLenum err) {
mGLErrorQueue.push(err);
public:
GLenum FlushErrors() {
GLenum err = RawGetErrorAndClear();
if (!mTopError)
mTopError = err;
return err;
}
void GetAndPushAllErrors() {
while (true) {
GLenum err = GetUnpushedError();
if (!err)
break;
// We smash all errors together, so you never have to loop on this. We
// guarantee that immediately after this call, there are no errors left.
GLenum fGetError() {
FlushErrors();
PushError(err);
}
GLenum err = mTopError;
mTopError = LOCAL_GL_NO_ERROR;
return err;
}
////////////////////////////////////
// Use this safer option.
class LocalErrorScope;
private:
#ifdef MOZ_GL_DEBUG
bool mIsInLocalErrorCheck;
#endif
LocalErrorScope* mLocalErrorScope;
public:
class ScopedLocalErrorCheck {
GLContext* const mGL;
class LocalErrorScope {
GLContext& mGL;
GLenum mOldTop;
bool mHasBeenChecked;
public:
explicit ScopedLocalErrorCheck(GLContext* gl)
explicit LocalErrorScope(GLContext& gl)
: mGL(gl)
, mHasBeenChecked(false)
{
#ifdef MOZ_GL_DEBUG
MOZ_ASSERT(!mGL->mIsInLocalErrorCheck);
mGL->mIsInLocalErrorCheck = true;
#endif
mGL->GetAndPushAllErrors();
MOZ_ASSERT(!mGL.mLocalErrorScope);
mGL.mLocalErrorScope = this;
mGL.FlushErrors();
mOldTop = mGL.mTopError;
mGL.mTopError = LOCAL_GL_NO_ERROR;
}
GLenum GetLocalError() {
#ifdef MOZ_GL_DEBUG
MOZ_ASSERT(mGL->mIsInLocalErrorCheck);
mGL->mIsInLocalErrorCheck = false;
#endif
GLenum GetError() {
MOZ_ASSERT(!mHasBeenChecked);
mHasBeenChecked = true;
return mGL->GetAndClearUnpushedErrors();
return mGL.fGetError();
}
~ScopedLocalErrorCheck() {
~LocalErrorScope() {
MOZ_ASSERT(mHasBeenChecked);
MOZ_ASSERT(mGL.fGetError() == LOCAL_GL_NO_ERROR);
mGL.mTopError = mOldTop;
MOZ_ASSERT(mGL.mLocalErrorScope == this);
mGL.mLocalErrorScope = nullptr;
}
};
@ -722,43 +695,47 @@ private:
# endif
#endif
void BeforeGLCall(const char* glFunction) {
void BeforeGLCall(const char* funcName) {
MOZ_ASSERT(IsCurrent());
if (DebugMode()) {
GLContext *currentGLContext = nullptr;
currentGLContext = (GLContext*)PR_GetThreadPrivate(sCurrentGLContextTLS);
if (DebugMode()) {
FlushErrors();
if (DebugMode() & DebugTrace)
printf_stderr("[gl:%p] > %s\n", this, glFunction);
if (this != currentGLContext) {
printf_stderr("Fatal: %s called on non-current context %p. "
"The current context for this thread is %p.\n",
glFunction, this, currentGLContext);
NS_ABORT();
printf_stderr("[gl:%p] > %s\n", this, funcName);
GLContext* tlsContext = (GLContext*)PR_GetThreadPrivate(sCurrentGLContextTLS);
if (this != tlsContext) {
printf_stderr("Fatal: %s called on non-current context %p. The"
" current context for this thread is %p.\n",
funcName, this, tlsContext);
MOZ_CRASH("GLContext is not current.");
}
}
}
void AfterGLCall(const char* glFunction) {
void AfterGLCall(const char* funcName) {
if (DebugMode()) {
// calling fFinish() immediately after every GL call makes sure that if this GL command crashes,
// the stack trace will actually point to it. Otherwise, OpenGL being an asynchronous API, stack traces
// tend to be meaningless
mSymbols.fFinish();
GLenum err = GetUnpushedError();
PushError(err);
GLenum err = FlushErrors();
if (DebugMode() & DebugTrace)
printf_stderr("[gl:%p] < %s [0x%04x]\n", this, glFunction, err);
if (DebugMode() & DebugTrace) {
printf_stderr("[gl:%p] < %s [%s (0x%04x)]\n", this, funcName,
GLErrorToString(err), err);
}
if (err != LOCAL_GL_NO_ERROR &&
!mLocalErrorScope)
{
printf_stderr("[gl:%p] %s: Generated unexpected %s error."
" (0x%04x)\n", this, funcName,
GLErrorToString(err), err);
if (err != LOCAL_GL_NO_ERROR) {
printf_stderr("GL ERROR: %s generated GL error %s(0x%04x)\n",
glFunction,
GLErrorToString(err),
err);
if (DebugMode() & DebugAbortOnError)
NS_ABORT();
MOZ_CRASH("MOZ_GL_DEBUG_ABORT_ON_ERROR");
}
}
}

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@ -600,7 +600,7 @@ DrawBuffer::Create(GLContext* const gl,
pStencilRB = nullptr;
}
GLContext::ScopedLocalErrorCheck localError(gl);
GLContext::LocalErrorScope localError(*gl);
CreateRenderbuffersForOffscreen(gl, formats, size, caps.antialias,
pColorMSRB, pDepthRB, pStencilRB);
@ -612,7 +612,8 @@ DrawBuffer::Create(GLContext* const gl,
UniquePtr<DrawBuffer> ret( new DrawBuffer(gl, size, fb, colorMSRB,
depthRB, stencilRB) );
GLenum err = localError.GetLocalError();
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_OUT_OF_MEMORY);
if (err || !gl->IsFramebufferComplete(fb))
return false;
@ -659,7 +660,7 @@ ReadBuffer::Create(GLContext* gl,
GLuint* pDepthRB = caps.depth ? &depthRB : nullptr;
GLuint* pStencilRB = caps.stencil ? &stencilRB : nullptr;
GLContext::ScopedLocalErrorCheck localError(gl);
GLContext::LocalErrorScope localError(*gl);
CreateRenderbuffersForOffscreen(gl, formats, surf->mSize, caps.antialias,
nullptr, pDepthRB, pStencilRB);
@ -689,7 +690,8 @@ ReadBuffer::Create(GLContext* gl,
UniquePtr<ReadBuffer> ret( new ReadBuffer(gl, fb, depthRB,
stencilRB, surf) );
GLenum err = localError.GetLocalError();
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_OUT_OF_MEMORY);
if (err || !gl->IsFramebufferComplete(fb)) {
ret = nullptr;
}

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@ -26,12 +26,14 @@ SharedSurface_Basic::Create(GLContext* gl,
UniquePtr<SharedSurface_Basic> ret;
gl->MakeCurrent();
GLContext::ScopedLocalErrorCheck localError(gl);
GLContext::LocalErrorScope localError(*gl);
GLuint tex = CreateTexture(gl, formats.color_texInternalFormat,
formats.color_texFormat,
formats.color_texType,
size);
GLenum err = localError.GetLocalError();
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_OUT_OF_MEMORY);
if (err) {
gl->fDeleteTextures(1, &tex);
return Move(ret);
@ -121,17 +123,18 @@ SharedSurface_GLTexture::Create(GLContext* prodGL,
UniquePtr<SharedSurface_GLTexture> ret;
if (!tex) {
GLContext::ScopedLocalErrorCheck localError(prodGL);
GLContext::LocalErrorScope localError(*prodGL);
tex = CreateTextureForOffscreen(prodGL, formats, size);
tex = CreateTextureForOffscreen(prodGL, formats, size);
GLenum err = localError.GetLocalError();
if (err) {
prodGL->fDeleteTextures(1, &tex);
return Move(ret);
}
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_OUT_OF_MEMORY);
if (err) {
prodGL->fDeleteTextures(1, &tex);
return Move(ret);
}
ownsTex = true;
ownsTex = true;
}
ret.reset( new SharedSurface_GLTexture(prodGL, consGL, size,

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@ -702,7 +702,7 @@ CompositorOGL::CreateFBOWithTexture(const IntRect& aRect, bool aCopyFromSource,
LOCAL_GL_UNSIGNED_BYTE,
buf);
}
GLenum error = mGLContext->GetAndClearError();
GLenum error = mGLContext->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
nsAutoCString msg;
msg.AppendPrintf("Texture initialization failed! -- error 0x%x, Source %d, Source format %d, RGBA Compat %d",

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@ -452,11 +452,11 @@ SurfaceTextureSource::BindTexture(GLenum aTextureUnit, gfx::Filter aFilter)
}
gl()->fActiveTexture(aTextureUnit);
#ifndef DEBUG
// SurfaceTexture spams us if there are any existing GL errors, so
// we'll clear them here in order to avoid that.
gl()->GetAndClearError();
#endif
gl()->FlushErrors();
mSurfTex->UpdateTexImage();
ApplyFilterToBoundTexture(gl(), aFilter, mTextureTarget);