[android] custom layer example - add error checking to debug issues more easily

This commit is contained in:
Ivo van Dongen
2018-02-19 18:34:32 +02:00
committed by Ivo van Dongen
parent 5fc3d4ab1e
commit 9a3eb808cf

View File

@@ -2,8 +2,111 @@
#include <GLES2/gl2.h>
#include <mbgl/util/logging.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
#include <vector>
// DEBUGGING
const char* stringFromError(GLenum err) {
switch (err) {
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
#ifdef GL_TABLE_TOO_LARGE
case GL_TABLE_TOO_LARGE:
return "GL_TABLE_TOO_LARGE";
#endif
#ifdef GL_STACK_OVERFLOW
case GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
#endif
#ifdef GL_STACK_UNDERFLOW
case GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
#endif
#ifdef GL_CONTEXT_LOST
case GL_CONTEXT_LOST:
return "GL_CONTEXT_LOST";
#endif
default:
return "GL_UNKNOWN";
}
}
struct Error : std::runtime_error {
using std::runtime_error::runtime_error;
};
void checkError(const char *cmd, const char *file, int line) {
GLenum err = GL_NO_ERROR;
if ((err = glGetError()) != GL_NO_ERROR) {
std::string message = std::string(cmd) + ": Error " + stringFromError(err);
// Check for further errors
while ((err = glGetError()) != GL_NO_ERROR) {
message += ", ";
message += stringFromError(err);
}
mbgl::Log::Error(mbgl::Event::General, message + " at " + file + ":" + mbgl::util::toString(line));
throw Error(message + " at " + file + ":" + mbgl::util::toString(line));
}
}
#ifndef NDEBUG
#define GL_CHECK_ERROR(cmd) ([&]() { struct __MBGL_C_E { ~__MBGL_C_E() noexcept(false) { checkError(#cmd, __FILE__, __LINE__); } } __MBGL_C_E; return cmd; }())
#else
#define GL_CHECK_ERROR(cmd) (cmd)
#endif
void checkLinkStatus(GLuint program) {
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if (isLinked == GL_FALSE) {
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
GLchar infoLog[maxLength];
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
mbgl::Log::Info(mbgl::Event::General, &infoLog[0]);
throw Error(infoLog);
}
}
void checkCompileStatus(GLuint shader) {
GLint isCompiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
GLchar errorLog[maxLength];
glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
mbgl::Log::Error(mbgl::Event::General, &errorLog[0]);
throw Error(errorLog);
}
}
// /DEBUGGING
static const GLchar * vertexShaderSource = "attribute vec2 a_pos; void main() { gl_Position = vec4(a_pos, 0, 1); }";
static const GLchar * fragmentShaderSource = "uniform highp vec4 fill_color; void main() { gl_FragColor = fill_color; }";
@@ -24,37 +127,48 @@ public:
void initialize() {
mbgl::Log::Info(mbgl::Event::General, "Initialize");
program = glCreateProgram();
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
glAttachShader(program, vertexShader);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
a_pos = glGetAttribLocation(program, "a_pos");
fill_color = glGetUniformLocation(program, "fill_color");
// Debug info
int maxAttrib;
GL_CHECK_ERROR(glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttrib));
mbgl::Log::Info(mbgl::Event::General, "Max vertex attributes: %i", maxAttrib);
GLfloat background[] = { -1,-1, 1,-1, -1,1, 1,1 };
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), background, GL_STATIC_DRAW);
program = GL_CHECK_ERROR(glCreateProgram());
vertexShader = GL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER));
fragmentShader = GL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER));
GL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr));
GL_CHECK_ERROR(glCompileShader(vertexShader));
checkCompileStatus(vertexShader);
GL_CHECK_ERROR(glAttachShader(program, vertexShader));
GL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr));
GL_CHECK_ERROR(glCompileShader(fragmentShader));
checkCompileStatus(fragmentShader);
GL_CHECK_ERROR(glAttachShader(program, fragmentShader));
GL_CHECK_ERROR(glLinkProgram(program));
checkLinkStatus(program);
a_pos = GL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
fill_color = GL_CHECK_ERROR(glGetUniformLocation(program, "fill_color"));
GLfloat background[] = { -1, -1, 1, -1, -1, 1, 1, 1 };
GL_CHECK_ERROR(glGenBuffers(1, &buffer));
GL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), background, GL_STATIC_DRAW));
}
void render() {
mbgl::Log::Info(mbgl::Event::General, "Render");
glUseProgram(program);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glUniform4fv(fill_color, 1, color);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_CHECK_ERROR(glUseProgram(program));
GL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, buffer));
GL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
GL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_FLOAT, GL_FALSE, 0, NULL));
GL_CHECK_ERROR(glDisable(GL_STENCIL_TEST));
GL_CHECK_ERROR(glDisable(GL_DEPTH_TEST));
GL_CHECK_ERROR(glUniform4fv(fill_color, 1, color));
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
GLuint program = 0;