Add fine-grained debug layer

Full GLES error checking layer via -include
trickery. Change DEBUG_OPENGL to a level system.

HIGH = every GL call is error checked
MODERATE = checkpointing at interesting spots
LOW = only asserts there are no errors at the end of a frame
 or when the FBO changes
NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST!

Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
diff --git a/libs/hwui/BakedOpRenderer.cpp b/libs/hwui/BakedOpRenderer.cpp
index e65746e..c752526 100644
--- a/libs/hwui/BakedOpRenderer.cpp
+++ b/libs/hwui/BakedOpRenderer.cpp
@@ -49,7 +49,8 @@
     // attach the texture to the FBO
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
             offscreenBuffer->texture.id(), 0);
-    LOG_ALWAYS_FATAL_IF(GLUtils::dumpGLErrors(), "startLayer FAILED");
+    GL_CHECKPOINT(LOW);
+
     LOG_ALWAYS_FATAL_IF(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE,
             "framebuffer incomplete!");
 
@@ -63,7 +64,7 @@
     if (mRenderTarget.stencil) {
         // if stencil was used for clipping, detach it and return it to pool
         glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
-        LOG_ALWAYS_FATAL_IF(GLUtils::dumpGLErrors(), "glfbrb endlayer failed");
+        GL_CHECKPOINT(MODERATE);
         mCaches.renderBufferCache.put(mRenderTarget.stencil);
         mRenderTarget.stencil = nullptr;
     }
@@ -74,8 +75,7 @@
 
     // Detach the texture from the FBO
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
-    LOG_ALWAYS_FATAL_IF(GLUtils::dumpGLErrors(), "endLayer FAILED, bound fbo = %u",
-            mRenderState.getFramebuffer());
+    GL_CHECKPOINT(LOW);
     mRenderState.deleteFramebuffer(mRenderTarget.frameBufferId);
     mRenderTarget.frameBufferId = 0;
 }
@@ -139,8 +139,6 @@
     mCaches.pathCache.trim();
     mCaches.tessellationCache.trim();
 
-    GL_CHECKPOINT();
-
 #if DEBUG_MEMORY_USAGE
     mCaches.dumpMemoryUsage();
 #else