mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 13:48:30 +09:00
[Fix, Feat, Test] (MG_Util, MG_Backend, MG_Impl, MG_State): correct the log severity ordering and unwind the diagnostics it silenced
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@@ -196,7 +196,7 @@ namespace MobileGL::MG_State {
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// (which expands to nothing outside debug builds).
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void GLContext::SetCurrentVertexAttributeFloat(Uint index, const Array<Float, 4>& value) {
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if (index >= m_currentVertexAttributes.size()) {
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MGLOG_E("SetCurrentVertexAttributeFloat: index %u is out of range", index);
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MGLOG_E_ONCE("SetCurrentVertexAttributeFloat: index %u is out of range", index);
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return;
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}
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@@ -210,7 +210,7 @@ namespace MobileGL::MG_State {
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void GLContext::SetCurrentVertexAttributeInt(Uint index, const Array<Int32, 4>& value) {
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if (index >= m_currentVertexAttributes.size()) {
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MGLOG_E("SetCurrentVertexAttributeInt: index %u is out of range", index);
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MGLOG_E_ONCE("SetCurrentVertexAttributeInt: index %u is out of range", index);
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return;
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}
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@@ -224,7 +224,7 @@ namespace MobileGL::MG_State {
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void GLContext::SetCurrentVertexAttributeUint(Uint index, const Array<Uint32, 4>& value) {
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if (index >= m_currentVertexAttributes.size()) {
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MGLOG_E("SetCurrentVertexAttributeUint: index %u is out of range", index);
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MGLOG_E_ONCE("SetCurrentVertexAttributeUint: index %u is out of range", index);
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return;
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}
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@@ -239,7 +239,7 @@ namespace MobileGL::MG_State {
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const CurrentVertexAttributeValue& GLContext::GetCurrentVertexAttribute(Uint index) const {
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static const CurrentVertexAttributeValue defaultValue{};
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if (index >= m_currentVertexAttributes.size()) {
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MGLOG_E("GetCurrentVertexAttribute: index %u is out of range", index);
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MGLOG_E_ONCE("GetCurrentVertexAttribute: index %u is out of range", index);
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return defaultValue;
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}
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return m_currentVertexAttributes[index];
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@@ -14,10 +14,10 @@
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namespace MobileGL::MG_State::GLState {
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void ErrorState::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) {
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if (code == ErrorCode::NoError) {
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MGLOG_E("Recording Non-OpenGL error:\n%s", info->toString().c_str());
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MGLOG_D("Recording Non-OpenGL error:\n%s", info->toString().c_str());
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m_nonGLErrors.push_back(MakeUnique<Error>(code, Move(info)));
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} else {
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MGLOG_E("Recording OpenGL error (%s):\n%s",
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MGLOG_D("Recording OpenGL error (%s):\n%s",
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MG_Util::ConvertGLEnumToString(MG_Util::ConvertErrorCodeToGLEnum(code)).c_str(),
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info->toString().c_str());
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// GL error semantics are sticky flags, not a queue (GL 3.3 core §2.5): with multiple
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@@ -255,7 +255,7 @@ namespace MobileGL::MG_State::GLState {
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static_cast<SizeT>(offset) + write.byteOffsetInUniform + write.byteSize > uboSize) {
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// Same verdict the live write path reaches for a uniform without backing
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// storage: log and drop, rather than fault.
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MGLOG_E("ProgramObject %u: buffered uniform write at location %u has no backing storage "
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MGLOG_E_ONCE("ProgramObject %u: buffered uniform write at location %u has no backing storage "
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"(offset=%u size=%u uboSize=%zu); dropping write",
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m_externalIndex, write.location, offset, write.byteSize, uboSize);
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continue;
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@@ -436,7 +436,7 @@ namespace MobileGL::MG_State::GLState {
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defaultFS->Compile(); // TODO: use a global default FS object.
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auto status = defaultFS->GetCompileStatus();
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if (!status) {
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MGLOG_E("ProgramObject %u: Failed to compile default fragment shader. InfoLog:\n%s", m_externalIndex,
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MGLOG_E_ONCE("ProgramObject %u: Failed to compile default fragment shader. InfoLog:\n%s", m_externalIndex,
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defaultFS->GetInfoLog().c_str());
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return;
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}
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