When closing a namespace a } is sufficient. It doesn't need to be }; like closing a class or enum. Within frameworks/base/libs/hwui there is a mix between } and }; when closing a namespace. There are even mixes between a .h and the corresponding .cpp files. In a separate CL I was asked to not close with };. That was a good comment. I adopted the style from nearby code. This CL cleans up the nearby code. Test: I made sure the code still built as expected. Change-Id: Ieb314a4f48d6e33752463f3be4361fdc9be97482
81 lines
2.6 KiB
C++
81 lines
2.6 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <utils/Log.h>
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#include "GLUtils.h"
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#if DEBUG_OPENGL >= DEBUG_LEVEL_HIGH && !defined(HWUI_GLES_WRAP_ENABLED)
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#error Setting DEBUG_OPENGL to HIGH requires setting HWUI_ENABLE_OPENGL_VALIDATION to true in the Android.mk!
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#endif
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namespace android {
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namespace uirenderer {
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bool GLUtils::dumpGLErrors() {
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#if DEBUG_OPENGL >= DEBUG_LEVEL_HIGH
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// If DEBUG_LEVEL_HIGH is set then every GLES call is already wrapped
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// and asserts that there was no error. So this can just return success.
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return false;
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#else
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bool errorObserved = false;
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GLenum status = GL_NO_ERROR;
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while ((status = glGetError()) != GL_NO_ERROR) {
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errorObserved = true;
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switch (status) {
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case GL_INVALID_ENUM:
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ALOGE("GL error: GL_INVALID_ENUM");
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break;
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case GL_INVALID_VALUE:
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ALOGE("GL error: GL_INVALID_VALUE");
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break;
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case GL_INVALID_OPERATION:
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ALOGE("GL error: GL_INVALID_OPERATION");
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break;
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case GL_OUT_OF_MEMORY:
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ALOGE("GL error: Out of memory!");
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break;
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default:
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ALOGE("GL error: 0x%x", status);
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}
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}
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return errorObserved;
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#endif
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}
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const char* GLUtils::getGLFramebufferError() {
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switch (glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
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case GL_FRAMEBUFFER_COMPLETE:
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return "GL_FRAMEBUFFER_COMPLETE";
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
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case GL_FRAMEBUFFER_UNSUPPORTED:
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return "GL_FRAMEBUFFER_UNSUPPORTED";
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
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default:
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return "Unknown error";
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}
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}
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} // namespace uirenderer
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} // namespace android
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