GL: Improve error handling with texture creation
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@ -5,32 +5,96 @@ Log_SetChannel(GL);
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namespace GL {
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Texture::Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data /* = nullptr */,
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bool linear_filter /* = false */, bool create_framebuffer /* = false */)
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: m_width(width), m_height(height)
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Texture::Texture() = default;
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Texture::Texture(Texture&& moved)
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: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_fbo_id(moved.m_fbo_id)
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{
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glGenTextures(1, &m_id);
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glBindTexture(GL_TEXTURE_2D, m_id);
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moved.m_id = 0;
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moved.m_width = 0;
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moved.m_height = 0;
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moved.m_fbo_id = 0;
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}
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Texture::~Texture()
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{
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Destroy();
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}
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bool Texture::Create(u32 width, u32 height, GLenum format, GLenum type, const void* data, bool linear_filter)
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{
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glGetError();
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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if (create_framebuffer)
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if (glGetError() != GL_NO_ERROR)
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{
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glGenFramebuffers(1, &m_fbo_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_id, 0);
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Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glDeleteTextures(1, &id);
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return false;
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}
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if (IsValid())
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Destroy();
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m_id = id;
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m_width = width;
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m_height = height;
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return true;
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}
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Texture::~Texture()
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void Texture::SetLinearFilter(bool enabled)
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{
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Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
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}
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bool Texture::CreateFramebuffer()
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{
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if (!IsValid())
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return false;
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glGetError();
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GLuint fbo_id;
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glGenFramebuffers(1, &fbo_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_id);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_id, 0);
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if (glGetError() != GL_NO_ERROR || glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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glDeleteFramebuffers(1, &fbo_id);
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return false;
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}
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if (m_fbo_id != 0)
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glDeleteFramebuffers(1, &m_fbo_id);
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glDeleteTextures(1, &m_id);
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m_fbo_id = fbo_id;
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return true;
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}
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void Texture::Destroy()
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{
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if (m_fbo_id != 0)
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{
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glDeleteFramebuffers(1, &m_fbo_id);
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m_fbo_id = 0;
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}
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if (m_id != 0)
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{
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glDeleteTextures(1, &m_id);
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m_id = 0;
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}
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m_width = 0;
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m_height = 0;
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}
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void Texture::Bind()
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@ -49,4 +113,20 @@ void Texture::Unbind()
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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Texture& Texture::operator=(Texture&& moved)
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{
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Destroy();
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m_id = moved.m_id;
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m_width = moved.m_width;
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m_height = moved.m_height;
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m_fbo_id = moved.m_fbo_id;
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moved.m_id = 0;
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moved.m_width = 0;
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moved.m_height = 0;
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moved.m_fbo_id = 0;
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return *this;
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}
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} // namespace GL
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