Enclose error(GLint) and error(EGLint) into gl and egl namespaces.

This should generate a compile time error if we try to call the wrong function. TRAC #22411 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1856 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent eb049e2c
......@@ -436,7 +436,7 @@ void Display::notifyDeviceLost()
{
(*context)->markContextLost();
}
error(EGL_CONTEXT_LOST);
egl::error(EGL_CONTEXT_LOST);
}
bool Display::isInitialized() const
......
......@@ -157,9 +157,10 @@ EGLSurface getCurrentReadSurface()
return current->readSurface;
}
}
void error(EGLint errorCode)
{
egl::setCurrentError(errorCode);
}
}
......@@ -38,7 +38,6 @@ EGLSurface getCurrentDrawSurface();
void setCurrentReadSurface(EGLSurface surface);
EGLSurface getCurrentReadSurface();
}
void error(EGLint errorCode);
......@@ -58,4 +57,6 @@ const T &success(const T &returnValue)
return returnValue;
}
}
#endif // LIBEGL_MAIN_H_
......@@ -982,7 +982,7 @@ void Context::beginQuery(GLenum target, GLuint query)
{
if (mState.activeQuery[i].get() != NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
}
......@@ -1005,13 +1005,13 @@ void Context::beginQuery(GLenum target, GLuint query)
// check that name was obtained with glGenQueries
if (!queryObject)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
// check for type mismatch
if (queryObject->getType() != target)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
// set query as active for specified target
......@@ -1042,7 +1042,7 @@ void Context::endQuery(GLenum target)
if (queryObject == NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
queryObject->end();
......@@ -1471,7 +1471,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
{
if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1)
{
error(GL_INVALID_OPERATION);
gl::error(GL_INVALID_OPERATION);
return false;
}
......@@ -1482,7 +1482,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
{
if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1)
{
error(GL_INVALID_OPERATION);
gl::error(GL_INVALID_OPERATION);
return false;
}
......@@ -1694,7 +1694,7 @@ bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
}
mRenderer->applyRenderTarget(framebufferObject);
......@@ -1826,12 +1826,12 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION);
return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
}
if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment());
......@@ -1841,7 +1841,7 @@ void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
int requiredSize = outputPitch * height;
if (requiredSize > *bufSize)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
}
......@@ -1854,7 +1854,7 @@ void Context::clear(GLbitfield mask)
if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION);
return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
}
DWORD flags = 0;
......@@ -1900,7 +1900,7 @@ void Context::clear(GLbitfield mask)
if (mask != 0)
{
return error(GL_INVALID_VALUE);
return gl::error(GL_INVALID_VALUE);
}
if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
......@@ -1926,7 +1926,7 @@ void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instan
{
if (!mState.currentProgram)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
if (!mRenderer->applyPrimitiveType(mode, count))
......@@ -1946,7 +1946,7 @@ void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instan
GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances);
if (err != GL_NO_ERROR)
{
return error(err);
return gl::error(err);
}
applyShaders();
......@@ -1954,7 +1954,7 @@ void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instan
if (!programBinary->validateSamplers(NULL))
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
if (!skipDraw(mode))
......@@ -1967,12 +1967,12 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid
{
if (!mState.currentProgram)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
if (!indices && !mState.elementArrayBuffer)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
if (!mRenderer->applyPrimitiveType(mode, count))
......@@ -1991,7 +1991,7 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid
GLenum err = mRenderer->applyIndexBuffer(indices, mState.elementArrayBuffer.get(), count, mode, type, &indexInfo);
if (err != GL_NO_ERROR)
{
return error(err);
return gl::error(err);
}
ProgramBinary *programBinary = getCurrentProgramBinary();
......@@ -2000,7 +2000,7 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid
err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances);
if (err != GL_NO_ERROR)
{
return error(err);
return gl::error(err);
}
applyShaders();
......@@ -2008,7 +2008,7 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid
if (!programBinary->validateSamplers(NULL))
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
if (!skipDraw(mode))
......@@ -2262,13 +2262,13 @@ bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type)
Framebuffer *framebuffer = getReadFramebuffer();
if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
{
return error(GL_INVALID_OPERATION, false);
return gl::error(GL_INVALID_OPERATION, false);
}
Renderbuffer *renderbuffer = framebuffer->getColorbuffer();
if (!renderbuffer)
{
return error(GL_INVALID_OPERATION, false);
return gl::error(GL_INVALID_OPERATION, false);
}
*format = gl::ExtractFormat(renderbuffer->getActualFormat());
......@@ -2619,12 +2619,12 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
!drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
{
return error(GL_INVALID_FRAMEBUFFER_OPERATION);
return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION);
}
if (drawFramebuffer->getSamples() != 0)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
......@@ -2797,12 +2797,12 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
readFramebuffer->getColorbuffer()->getActualFormat() != drawFramebuffer->getColorbuffer()->getActualFormat())
{
ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
if (partialBufferCopy && readFramebuffer->getSamples() != 0)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
blitRenderTarget = true;
......@@ -2824,7 +2824,7 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat())
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
blitDepthStencil = true;
......@@ -2840,7 +2840,7 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat())
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
blitDepthStencil = true;
......@@ -2852,13 +2852,13 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
if (partialBufferCopy)
{
ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
return gl::error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
}
if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) ||
(readDSBuffer && readDSBuffer->getSamples() != 0))
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
}
......
......@@ -513,7 +513,7 @@ void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yo
{
if (xoffset + width > mImageArray[level]->getWidth() || yoffset + height > mImageArray[level]->getHeight())
{
return error(GL_INVALID_VALUE);
return gl::error(GL_INVALID_VALUE);
}
if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
......@@ -740,7 +740,7 @@ void Texture2D::convertToRenderTarget()
if (!mRenderer->copyToRenderTarget(newTexStorage, mTexStorage))
{
delete newTexStorage;
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
}
......@@ -757,7 +757,7 @@ void Texture2D::generateMipmaps()
{
if (!isPow2(mImageArray[0]->getWidth()) || !isPow2(mImageArray[0]->getHeight()))
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
}
......@@ -792,7 +792,7 @@ Renderbuffer *Texture2D::getRenderbuffer(GLenum target)
{
if (target != GL_TEXTURE_2D)
{
return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
return gl::error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
}
if (mColorbufferProxy == NULL)
......@@ -1199,7 +1199,7 @@ void TextureCubeMap::convertToRenderTarget()
if (!mRenderer->copyToRenderTarget(newTexStorage, mTexStorage))
{
delete newTexStorage;
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
}
......@@ -1291,7 +1291,7 @@ void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLi
if (xoffset + width > size || yoffset + height > size)
{
return error(GL_INVALID_VALUE);
return gl::error(GL_INVALID_VALUE);
}
unsigned int faceindex = faceIndex(target);
......@@ -1365,14 +1365,14 @@ void TextureCubeMap::generateMipmaps()
{
if (!isCubeComplete())
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
if (!mRenderer->getNonPower2TextureSupport())
{
if (!isPow2(mImageArray[0][0]->getWidth()))
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
}
......@@ -1416,7 +1416,7 @@ Renderbuffer *TextureCubeMap::getRenderbuffer(GLenum target)
{
if (!IsCubemapTextureTarget(target))
{
return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
return gl::error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
}
unsigned int face = faceIndex(target);
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -101,7 +101,7 @@ Context *getNonLostContext()
{
if (context->isContextLost())
{
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return NULL;
}
else
......@@ -119,8 +119,6 @@ egl::Display *getDisplay()
return current->display;
}
}
// Records an error code
void error(GLenum errorCode)
{
......@@ -154,3 +152,6 @@ void error(GLenum errorCode)
}
}
}
}
......@@ -32,8 +32,6 @@ Context *getContext();
Context *getNonLostContext();
egl::Display *getDisplay();
}
void error(GLenum errorCode);
template<class T>
......@@ -44,6 +42,8 @@ const T &error(GLenum errorCode, const T &returnValue)
return returnValue;
}
}
extern "C"
{
// Exported functions for use by EGL
......
......@@ -85,7 +85,7 @@ void Blit::initGeometry()
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
void *lockPtr = NULL;
......@@ -94,7 +94,7 @@ void Blit::initGeometry()
if (FAILED(result) || lockPtr == NULL)
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
memcpy(lockPtr, quad, sizeof(quad));
......@@ -111,7 +111,7 @@ void Blit::initGeometry()
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -230,7 +230,7 @@ bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum des
if (!source)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
......@@ -266,7 +266,7 @@ bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum des
if (!source)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
......@@ -306,7 +306,7 @@ bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFo
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
}
else
......@@ -428,7 +428,7 @@ IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
}
IDirect3DSurface9 *textureSurface;
......@@ -438,7 +438,7 @@ IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
}
mRenderer->endScene();
......@@ -450,7 +450,7 @@ IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
texture->Release();
return error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
}
return texture;
......
......@@ -44,7 +44,7 @@ void Fence11::setFence(GLenum condition)
if (FAILED(mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery)))
{
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -58,14 +58,14 @@ GLboolean Fence11::testFence()
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION, GL_TRUE);
return gl::error(GL_INVALID_OPERATION, GL_TRUE);
}
HRESULT result = mRenderer->getDeviceContext()->GetData(mQuery, NULL, 0, 0);
if (mRenderer->isDeviceLost())
{
return error(GL_OUT_OF_MEMORY, GL_TRUE);
return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
}
ASSERT(result == S_OK || result == S_FALSE);
......@@ -77,7 +77,7 @@ void Fence11::finishFence()
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
while (!testFence())
......@@ -90,7 +90,7 @@ void Fence11::getFenceiv(GLenum pname, GLint *params)
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
switch (pname)
......@@ -111,7 +111,7 @@ void Fence11::getFenceiv(GLenum pname, GLint *params)
if (mRenderer->isDeviceLost())
{
params[0] = GL_TRUE;
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
ASSERT(result == S_OK || result == S_FALSE);
......@@ -124,7 +124,7 @@ void Fence11::getFenceiv(GLenum pname, GLint *params)
params[0] = getCondition();
break;
default:
return error(GL_INVALID_ENUM);
return gl::error(GL_INVALID_ENUM);
break;
}
}
......
......@@ -42,7 +42,7 @@ void Fence9::setFence(GLenum condition)
mQuery = mRenderer->allocateEventQuery();
if (!mQuery)
{
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -57,7 +57,7 @@ GLboolean Fence9::testFence()
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION, GL_TRUE);
return gl::error(GL_INVALID_OPERATION, GL_TRUE);
}
HRESULT result = mQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
......@@ -65,7 +65,7 @@ GLboolean Fence9::testFence()
if (d3d9::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
return error(GL_OUT_OF_MEMORY, GL_TRUE);
return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
}
ASSERT(result == S_OK || result == S_FALSE);
......@@ -77,7 +77,7 @@ void Fence9::finishFence()
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
while (!testFence())
......@@ -90,7 +90,7 @@ void Fence9::getFenceiv(GLenum pname, GLint *params)
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
switch (pname)
......@@ -112,7 +112,7 @@ void Fence9::getFenceiv(GLenum pname, GLint *params)
{
params[0] = GL_TRUE;
mRenderer->notifyDeviceLost();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
ASSERT(result == S_OK || result == S_FALSE);
......@@ -125,7 +125,7 @@ void Fence9::getFenceiv(GLenum pname, GLint *params)
params[0] = getCondition();
break;
default:
return error(GL_INVALID_ENUM);
return gl::error(GL_INVALID_ENUM);
break;
}
}
......
......@@ -389,7 +389,7 @@ void Image11::createStagingTexture()
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......
......@@ -106,7 +106,7 @@ void Image9::generateMipmap(Image9 *dest, Image9 *source)
{
IDirect3DSurface9 *sourceSurface = source->getSurface();
if (sourceSurface == NULL)
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
IDirect3DSurface9 *destSurface = dest->getSurface();
generateMip(destSurface, sourceSurface);
......@@ -199,7 +199,7 @@ void Image9::createSurface()
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
ERR("Creating image surface failed.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
......@@ -500,7 +500,7 @@ void Image9::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
if (!surface)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
IDirect3DDevice9 *device = mRenderer->getDevice();
......@@ -515,7 +515,7 @@ void Image9::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
{
ERR("Could not create matching destination surface.");
surface->Release();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
result = device->GetRenderTargetData(surface, renderTargetData);
......@@ -525,7 +525,7 @@ void Image9::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
ERR("GetRenderTargetData unexpectedly failed.");
renderTargetData->Release();
surface->Release();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
RECT sourceRect = {x, y, x + width, y + height};
......@@ -539,7 +539,7 @@ void Image9::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
ERR("Failed to lock the source surface (rectangle might be invalid).");
renderTargetData->Release();
surface->Release();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
D3DLOCKED_RECT destLock = {0};
......@@ -551,7 +551,7 @@ void Image9::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
renderTargetData->UnlockRect();
renderTargetData->Release();
surface->Release();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
if (destLock.pBits && sourceLock.pBits)
......
......@@ -37,7 +37,7 @@ void Query11::begin()
if (FAILED(mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery)))
{
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -48,7 +48,7 @@ void Query11::end()
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
mRenderer->getDeviceContext()->End(mQuery);
......@@ -68,7 +68,7 @@ GLuint Query11::getResult()
// if the device is lost
if (mRenderer->testDeviceLost(true))
{
return error(GL_OUT_OF_MEMORY, 0);
return gl::error(GL_OUT_OF_MEMORY, 0);
}
}
}
......@@ -108,7 +108,7 @@ GLboolean Query11::testQuery()
}
else if (mRenderer->testDeviceLost(true))
{
return error(GL_OUT_OF_MEMORY, GL_TRUE);
return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
}
return getStatus();
......
......@@ -35,7 +35,7 @@ void Query9::begin()
{
if (FAILED(mRenderer->getDevice()->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mQuery)))
{
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -47,7 +47,7 @@ void Query9::end()
{
if (mQuery == NULL)
{
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
HRESULT result = mQuery->Issue(D3DISSUE_END);
......@@ -69,7 +69,7 @@ GLuint Query9::getResult()
// instead of D3DERR_DEVICELOST like they should
if (mRenderer->testDeviceLost(true))
{
return error(GL_OUT_OF_MEMORY, 0);
return gl::error(GL_OUT_OF_MEMORY, 0);
}
}
}
......@@ -111,7 +111,7 @@ GLboolean Query9::testQuery()
else if (d3d9::isDeviceLostError(hres))
{
mRenderer->notifyDeviceLost();
return error(GL_OUT_OF_MEMORY, GL_TRUE);
return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
}
return getStatus();
......
......@@ -233,7 +233,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
if (supportedSamples == -1)
{
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return;
}
......@@ -262,7 +262,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
......@@ -279,7 +279,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
rtTexture->Release();
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
......@@ -295,7 +295,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
rtTexture->Release();
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
......@@ -311,7 +311,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
{
rtTexture->Release();
mRenderTarget->Release();
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return;
}
ASSERT(SUCCEEDED(result));
......
......@@ -45,7 +45,7 @@ RenderTarget9::RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height,
if (supportedSamples == -1)
{
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return;
}
......@@ -69,7 +69,7 @@ RenderTarget9::RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height,
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
return;
}
......
......@@ -143,7 +143,7 @@ ID3DBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, cons
{
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
return error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
return gl::error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
}
infoLog.append("Warning: D3D shader compilation failed with ");
......
......@@ -535,7 +535,7 @@ void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilS
{
ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
"invalid under WebGL.");
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
......@@ -663,7 +663,7 @@ bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
// emulate fans via rewriting index buffer
case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
default:
return error(GL_INVALID_ENUM, false);
return gl::error(GL_INVALID_ENUM, false);
}
mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
......@@ -914,7 +914,7 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
mLineLoopIB = NULL;
ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -922,7 +922,7 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
{
ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
void* mappedMemory = NULL;
......@@ -930,7 +930,7 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (offset == -1 || mappedMemory == NULL)
{
ERR("Could not map index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
......@@ -972,7 +972,7 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (!mLineLoopIB->unmapBuffer())
{
ERR("Could not unmap index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
......@@ -1006,7 +1006,7 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
mTriangleFanIB = NULL;
ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -1015,7 +1015,7 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
{
ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
void* mappedMemory = NULL;
......@@ -1023,7 +1023,7 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
if (offset == -1 || mappedMemory == NULL)
{
ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
......@@ -1069,7 +1069,7 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
if (!mTriangleFanIB->unmapBuffer())
{
ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
......@@ -1781,6 +1781,8 @@ bool Renderer11::testDeviceLost(bool notify)
if (isLost)
{
// ensure we note the device loss --
// we'll probably get this done again by notifyDeviceLost
// but best to remember it!
// Note that we don't want to clear the device loss status here
// -- this needs to be done by resetDevice
mDeviceLost = true;
......@@ -2160,21 +2162,21 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
if (!colorbuffer)
{
ERR("Failed to retrieve the color buffer from the frame buffer.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
if (!sourceRenderTarget)
{
ERR("Failed to retrieve the render target from the frame buffer.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
if (!source)
{
ERR("Failed to retrieve the render target view from the render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
......@@ -2182,7 +2184,7 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
{
source->Release();
ERR("Failed to retrieve the texture storage from the destination.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
......@@ -2190,7 +2192,7 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
{
source->Release();
ERR("Failed to retrieve the render target from the destination storage.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
......@@ -2198,7 +2200,7 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
{
source->Release();
ERR("Failed to retrieve the render target view from the destination render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
gl::Rectangle destRect;
......@@ -2223,21 +2225,21 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
if (!colorbuffer)
{
ERR("Failed to retrieve the color buffer from the frame buffer.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
if (!sourceRenderTarget)
{
ERR("Failed to retrieve the render target from the frame buffer.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
if (!source)
{
ERR("Failed to retrieve the render target view from the render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
......@@ -2245,7 +2247,7 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
{
source->Release();
ERR("Failed to retrieve the texture storage from the destination.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
......@@ -2253,7 +2255,7 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
{
source->Release();
ERR("Failed to retrieve the render target from the destination storage.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
......@@ -2261,7 +2263,7 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
{
source->Release();
ERR("Failed to retrieve the render target view from the destination render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
gl::Rectangle destRect;
......@@ -2358,7 +2360,7 @@ bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectang
destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
{
return error(GL_INVALID_VALUE, false);
return gl::error(GL_INVALID_VALUE, false);
}
// Set vertices
......@@ -2367,7 +2369,7 @@ bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectang
if (FAILED(result))
{
ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
......
......@@ -955,7 +955,7 @@ void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilSt
depthStencilState.stencilMask != depthStencilState.stencilBackMask)
{
ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
return error(GL_INVALID_OPERATION);
return gl::error(GL_INVALID_OPERATION);
}
// get the maximum size of the stencil ref
......@@ -1149,7 +1149,7 @@ bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
mPrimitiveCount = count - 2;
break;
default:
return error(GL_INVALID_ENUM, false);
return gl::error(GL_INVALID_ENUM, false);
}
return mPrimitiveCount > 0;
......@@ -1397,7 +1397,7 @@ void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
else
{
ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
else // Regular case
......@@ -1447,7 +1447,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
mLineLoopIB = NULL;
ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -1455,7 +1455,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
{
ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
void* mappedMemory = NULL;
......@@ -1463,7 +1463,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (offset == -1 || mappedMemory == NULL)
{
ERR("Could not map index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
startIndex = static_cast<UINT>(offset) / 4;
......@@ -1505,7 +1505,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (!mLineLoopIB->unmapBuffer())
{
ERR("Could not unmap index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
else
......@@ -1519,7 +1519,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
mLineLoopIB = NULL;
ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -1527,7 +1527,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
{
ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
void* mappedMemory = NULL;
......@@ -1535,7 +1535,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (offset == -1 || mappedMemory == NULL)
{
ERR("Could not map index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
startIndex = static_cast<UINT>(offset) / 2;
......@@ -1577,7 +1577,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (!mLineLoopIB->unmapBuffer())
{
ERR("Could not unmap index buffer for GL_LINE_LOOP.");
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -2048,6 +2048,8 @@ bool Renderer9::testDeviceLost(bool notify)
if (isLost)
{
// ensure we note the device loss --
// we'll probably get this done again by notifyDeviceLost
// but best to remember it!
// Note that we don't want to clear the device loss status here
// -- this needs to be done by resetDevice
mDeviceLost = true;
......@@ -2547,7 +2549,7 @@ bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRe
if (!readSurface || !drawSurface)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
RECT srcRect, dstRect;
......@@ -2614,7 +2616,7 @@ bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRe
if (!readSurface || !drawSurface)
{
ERR("Failed to retrieve the render target.");
return error(GL_OUT_OF_MEMORY, false);
return gl::error(GL_OUT_OF_MEMORY, false);
}
HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
......@@ -2662,7 +2664,7 @@ void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsiz
{
UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
surface->Release();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
HRESULT result;
......@@ -2690,7 +2692,7 @@ void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsiz
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
surface->Release();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -2707,7 +2709,7 @@ void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsiz
if (d3d9::isDeviceLostError(result))
{
notifyDeviceLost();
return error(GL_OUT_OF_MEMORY);
return gl::error(GL_OUT_OF_MEMORY);
}
else
{
......
......@@ -239,7 +239,7 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
}
else
{
......@@ -298,7 +298,7 @@ RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
if (result == E_OUTOFMEMORY)
{
return error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
......@@ -314,7 +314,7 @@ RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
if (result == E_OUTOFMEMORY)
{
rtv->Release();
return error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
......@@ -352,7 +352,7 @@ ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
if (result == E_OUTOFMEMORY)
{
return error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
......@@ -414,7 +414,7 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLe
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
}
else
{
......@@ -481,7 +481,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int leve
if (result == E_OUTOFMEMORY)
{
return error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
......@@ -499,7 +499,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int leve
if (result == E_OUTOFMEMORY)
{
rtv->Release();
return error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
......@@ -544,7 +544,7 @@ ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
if (result == E_OUTOFMEMORY)
{
return error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
......
......@@ -134,7 +134,7 @@ TextureStorage9_2D::TextureStorage9_2D(Renderer *renderer, int levels, GLenum in
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
}
}
......@@ -236,7 +236,7 @@ TextureStorage9_Cube::TextureStorage9_Cube(Renderer *renderer, int levels, GLenu
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
error(GL_OUT_OF_MEMORY);
gl::error(GL_OUT_OF_MEMORY);
}
}
......
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