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
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 09889f4..f47f11a 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -535,7 +535,7 @@
{
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 @@
// 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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
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 @@
{
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 @@
{
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 @@
{
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 @@
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 @@
{
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 @@
{
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 @@
{
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 @@
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 @@
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);