/* * Copyright (C) 2007 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.opengl; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL; /** * Implement an error checking wrapper. The wrapper will automatically call * glError after each GL operation, and throw a GLException if an error * occurs. (By design, calling glError itself will not cause an exception * to be thrown.) Enabling error checking is an alternative to manually * calling glError after every GL operation. */ class GLErrorWrapper extends GLWrapperBase { boolean mCheckError; boolean mCheckThread; Thread mOurThread; public GLErrorWrapper(GL gl, int configFlags) { super(gl); mCheckError = (configFlags & GLDebugHelper.CONFIG_CHECK_GL_ERROR) != 0; mCheckThread = (configFlags & GLDebugHelper.CONFIG_CHECK_THREAD) != 0; } private void checkThread() { if (mCheckThread) { Thread currentThread = Thread.currentThread(); if (mOurThread == null) { mOurThread = currentThread; } else { if (!mOurThread.equals(currentThread)) { throw new GLException(GLDebugHelper.ERROR_WRONG_THREAD, "OpenGL method called from wrong thread."); } } } } private void checkError() { if (mCheckError) { int glError; if ((glError = mgl.glGetError()) != 0) { throw new GLException(glError); } } } // --------------------------------------------------------------------- // GL10 methods: public void glActiveTexture(int texture) { checkThread(); mgl.glActiveTexture(texture); checkError(); } public void glAlphaFunc(int func, float ref) { checkThread(); mgl.glAlphaFunc(func, ref); checkError(); } public void glAlphaFuncx(int func, int ref) { checkThread(); mgl.glAlphaFuncx(func, ref); checkError(); } public void glBindTexture(int target, int texture) { checkThread(); mgl.glBindTexture(target, texture); checkError(); } public void glBlendFunc(int sfactor, int dfactor) { checkThread(); mgl.glBlendFunc(sfactor, dfactor); checkError(); } public void glClear(int mask) { checkThread(); mgl.glClear(mask); checkError(); } public void glClearColor(float red, float green, float blue, float alpha) { checkThread(); mgl.glClearColor(red, green, blue, alpha); checkError(); } public void glClearColorx(int red, int green, int blue, int alpha) { checkThread(); mgl.glClearColorx(red, green, blue, alpha); checkError(); } public void glClearDepthf(float depth) { checkThread(); mgl.glClearDepthf(depth); checkError(); } public void glClearDepthx(int depth) { checkThread(); mgl.glClearDepthx(depth); checkError(); } public void glClearStencil(int s) { checkThread(); mgl.glClearStencil(s); checkError(); } public void glClientActiveTexture(int texture) { checkThread(); mgl.glClientActiveTexture(texture); checkError(); } public void glColor4f(float red, float green, float blue, float alpha) { checkThread(); mgl.glColor4f(red, green, blue, alpha); checkError(); } public void glColor4x(int red, int green, int blue, int alpha) { checkThread(); mgl.glColor4x(red, green, blue, alpha); checkError(); } public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha) { checkThread(); mgl.glColorMask(red, green, blue, alpha); checkError(); } public void glColorPointer(int size, int type, int stride, Buffer pointer) { checkThread(); mgl.glColorPointer(size, type, stride, pointer); checkError(); } public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data) { checkThread(); mgl.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); checkError(); } public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data) { checkThread(); mgl.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); checkError(); } public void glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) { checkThread(); mgl.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); checkError(); } public void glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { checkThread(); mgl.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); checkError(); } public void glCullFace(int mode) { checkThread(); mgl.glCullFace(mode); checkError(); } public void glDeleteTextures(int n, int[] textures, int offset) { checkThread(); mgl.glDeleteTextures(n, textures, offset); checkError(); } public void glDeleteTextures(int n, IntBuffer textures) { checkThread(); mgl.glDeleteTextures(n, textures); checkError(); } public void glDepthFunc(int func) { checkThread(); mgl.glDepthFunc(func); checkError(); } public void glDepthMask(boolean flag) { checkThread(); mgl.glDepthMask(flag); checkError(); } public void glDepthRangef(float near, float far) { checkThread(); mgl.glDepthRangef(near, far); checkError(); } public void glDepthRangex(int near, int far) { checkThread(); mgl.glDepthRangex(near, far); checkError(); } public void glDisable(int cap) { checkThread(); mgl.glDisable(cap); checkError(); } public void glDisableClientState(int array) { checkThread(); mgl.glDisableClientState(array); checkError(); } public void glDrawArrays(int mode, int first, int count) { checkThread(); mgl.glDrawArrays(mode, first, count); checkError(); } public void glDrawElements(int mode, int count, int type, Buffer indices) { checkThread(); mgl.glDrawElements(mode, count, type, indices); checkError(); } public void glEnable(int cap) { checkThread(); mgl.glEnable(cap); checkError(); } public void glEnableClientState(int array) { checkThread(); mgl.glEnableClientState(array); checkError(); } public void glFinish() { checkThread(); mgl.glFinish(); checkError(); } public void glFlush() { checkThread(); mgl.glFlush(); checkError(); } public void glFogf(int pname, float param) { checkThread(); mgl.glFogf(pname, param); checkError(); } public void glFogfv(int pname, float[] params, int offset) { checkThread(); mgl.glFogfv(pname, params, offset); checkError(); } public void glFogfv(int pname, FloatBuffer params) { checkThread(); mgl.glFogfv(pname, params); checkError(); } public void glFogx(int pname, int param) { checkThread(); mgl.glFogx(pname, param); checkError(); } public void glFogxv(int pname, int[] params, int offset) { checkThread(); mgl.glFogxv(pname, params, offset); checkError(); } public void glFogxv(int pname, IntBuffer params) { checkThread(); mgl.glFogxv(pname, params); checkError(); } public void glFrontFace(int mode) { checkThread(); mgl.glFrontFace(mode); checkError(); } public void glFrustumf(float left, float right, float bottom, float top, float near, float far) { checkThread(); mgl.glFrustumf(left, right, bottom, top, near, far); checkError(); } public void glFrustumx(int left, int right, int bottom, int top, int near, int far) { checkThread(); mgl.glFrustumx(left, right, bottom, top, near, far); checkError(); } public void glGenTextures(int n, int[] textures, int offset) { checkThread(); mgl.glGenTextures(n, textures, offset); checkError(); } public void glGenTextures(int n, IntBuffer textures) { checkThread(); mgl.glGenTextures(n, textures); checkError(); } public int glGetError() { checkThread(); int result = mgl.glGetError(); return result; } public void glGetIntegerv(int pname, int[] params, int offset) { checkThread(); mgl.glGetIntegerv(pname, params, offset); checkError(); } public void glGetIntegerv(int pname, IntBuffer params) { checkThread(); mgl.glGetIntegerv(pname, params); checkError(); } public String glGetString(int name) { checkThread(); String result = mgl.glGetString(name); checkError(); return result; } public void glHint(int target, int mode) { checkThread(); mgl.glHint(target, mode); checkError(); } public void glLightModelf(int pname, float param) { checkThread(); mgl.glLightModelf(pname, param); checkError(); } public void glLightModelfv(int pname, float[] params, int offset) { checkThread(); mgl.glLightModelfv(pname, params, offset); checkError(); } public void glLightModelfv(int pname, FloatBuffer params) { checkThread(); mgl.glLightModelfv(pname, params); checkError(); } public void glLightModelx(int pname, int param) { checkThread(); mgl.glLightModelx(pname, param); checkError(); } public void glLightModelxv(int pname, int[] params, int offset) { checkThread(); mgl.glLightModelxv(pname, params, offset); checkError(); } public void glLightModelxv(int pname, IntBuffer params) { checkThread(); mgl.glLightModelxv(pname, params); checkError(); } public void glLightf(int light, int pname, float param) { checkThread(); mgl.glLightf(light, pname, param); checkError(); } public void glLightfv(int light, int pname, float[] params, int offset) { checkThread(); mgl.glLightfv(light, pname, params, offset); checkError(); } public void glLightfv(int light, int pname, FloatBuffer params) { checkThread(); mgl.glLightfv(light, pname, params); checkError(); } public void glLightx(int light, int pname, int param) { checkThread(); mgl.glLightx(light, pname, param); checkError(); } public void glLightxv(int light, int pname, int[] params, int offset) { checkThread(); mgl.glLightxv(light, pname, params, offset); checkError(); } public void glLightxv(int light, int pname, IntBuffer params) { checkThread(); mgl.glLightxv(light, pname, params); checkError(); } public void glLineWidth(float width) { checkThread(); mgl.glLineWidth(width); checkError(); } public void glLineWidthx(int width) { checkThread(); mgl.glLineWidthx(width); checkError(); } public void glLoadIdentity() { checkThread(); mgl.glLoadIdentity(); checkError(); } public void glLoadMatrixf(float[] m, int offset) { checkThread(); mgl.glLoadMatrixf(m, offset); checkError(); } public void glLoadMatrixf(FloatBuffer m) { checkThread(); mgl.glLoadMatrixf(m); checkError(); } public void glLoadMatrixx(int[] m, int offset) { checkThread(); mgl.glLoadMatrixx(m, offset); checkError(); } public void glLoadMatrixx(IntBuffer m) { checkThread(); mgl.glLoadMatrixx(m); checkError(); } public void glLogicOp(int opcode) { checkThread(); mgl.glLogicOp(opcode); checkError(); } public void glMaterialf(int face, int pname, float param) { checkThread(); mgl.glMaterialf(face, pname, param); checkError(); } public void glMaterialfv(int face, int pname, float[] params, int offset) { checkThread(); mgl.glMaterialfv(face, pname, params, offset); checkError(); } public void glMaterialfv(int face, int pname, FloatBuffer params) { checkThread(); mgl.glMaterialfv(face, pname, params); checkError(); } public void glMaterialx(int face, int pname, int param) { checkThread(); mgl.glMaterialx(face, pname, param); checkError(); } public void glMaterialxv(int face, int pname, int[] params, int offset) { checkThread(); mgl.glMaterialxv(face, pname, params, offset); checkError(); } public void glMaterialxv(int face, int pname, IntBuffer params) { checkThread(); mgl.glMaterialxv(face, pname, params); checkError(); } public void glMatrixMode(int mode) { checkThread(); mgl.glMatrixMode(mode); checkError(); } public void glMultMatrixf(float[] m, int offset) { checkThread(); mgl.glMultMatrixf(m, offset); checkError(); } public void glMultMatrixf(FloatBuffer m) { checkThread(); mgl.glMultMatrixf(m); checkError(); } public void glMultMatrixx(int[] m, int offset) { checkThread(); mgl.glMultMatrixx(m, offset); checkError(); } public void glMultMatrixx(IntBuffer m) { checkThread(); mgl.glMultMatrixx(m); checkError(); } public void glMultiTexCoord4f(int target, float s, float t, float r, float q) { checkThread(); mgl.glMultiTexCoord4f(target, s, t, r, q); checkError(); } public void glMultiTexCoord4x(int target, int s, int t, int r, int q) { checkThread(); mgl.glMultiTexCoord4x(target, s, t, r, q); checkError(); } public void glNormal3f(float nx, float ny, float nz) { checkThread(); mgl.glNormal3f(nx, ny, nz); checkError(); } public void glNormal3x(int nx, int ny, int nz) { checkThread(); mgl.glNormal3x(nx, ny, nz); checkError(); } public void glNormalPointer(int type, int stride, Buffer pointer) { checkThread(); mgl.glNormalPointer(type, stride, pointer); checkError(); } public void glOrthof(float left, float right, float bottom, float top, float near, float far) { checkThread(); mgl.glOrthof(left, right, bottom, top, near, far); checkError(); } public void glOrthox(int left, int right, int bottom, int top, int near, int far) { checkThread(); mgl.glOrthox(left, right, bottom, top, near, far); checkError(); } public void glPixelStorei(int pname, int param) { checkThread(); mgl.glPixelStorei(pname, param); checkError(); } public void glPointSize(float size) { checkThread(); mgl.glPointSize(size); checkError(); } public void glPointSizex(int size) { checkThread(); mgl.glPointSizex(size); checkError(); } public void glPolygonOffset(float factor, float units) { checkThread(); mgl.glPolygonOffset(factor, units); checkError(); } public void glPolygonOffsetx(int factor, int units) { checkThread(); mgl.glPolygonOffsetx(factor, units); checkError(); } public void glPopMatrix() { checkThread(); mgl.glPopMatrix(); checkError(); } public void glPushMatrix() { checkThread(); mgl.glPushMatrix(); checkError(); } public void glReadPixels(int x, int y, int width, int height, int format, int type, Buffer pixels) { checkThread(); mgl.glReadPixels(x, y, width, height, format, type, pixels); checkError(); } public void glRotatef(float angle, float x, float y, float z) { checkThread(); mgl.glRotatef(angle, x, y, z); checkError(); } public void glRotatex(int angle, int x, int y, int z) { checkThread(); mgl.glRotatex(angle, x, y, z); checkError(); } public void glSampleCoverage(float value, boolean invert) { checkThread(); mgl.glSampleCoverage(value, invert); checkError(); } public void glSampleCoveragex(int value, boolean invert) { checkThread(); mgl.glSampleCoveragex(value, invert); checkError(); } public void glScalef(float x, float y, float z) { checkThread(); mgl.glScalef(x, y, z); checkError(); } public void glScalex(int x, int y, int z) { checkThread(); mgl.glScalex(x, y, z); checkError(); } public void glScissor(int x, int y, int width, int height) { checkThread(); mgl.glScissor(x, y, width, height); checkError(); } public void glShadeModel(int mode) { checkThread(); mgl.glShadeModel(mode); checkError(); } public void glStencilFunc(int func, int ref, int mask) { checkThread(); mgl.glStencilFunc(func, ref, mask); checkError(); } public void glStencilMask(int mask) { checkThread(); mgl.glStencilMask(mask); checkError(); } public void glStencilOp(int fail, int zfail, int zpass) { checkThread(); mgl.glStencilOp(fail, zfail, zpass); checkError(); } public void glTexCoordPointer(int size, int type, int stride, Buffer pointer) { checkThread(); mgl.glTexCoordPointer(size, type, stride, pointer); checkError(); } public void glTexEnvf(int target, int pname, float param) { checkThread(); mgl.glTexEnvf(target, pname, param); checkError(); } public void glTexEnvfv(int target, int pname, float[] params, int offset) { checkThread(); mgl.glTexEnvfv(target, pname, params, offset); checkError(); } public void glTexEnvfv(int target, int pname, FloatBuffer params) { checkThread(); mgl.glTexEnvfv(target, pname, params); checkError(); } public void glTexEnvx(int target, int pname, int param) { checkThread(); mgl.glTexEnvx(target, pname, param); checkError(); } public void glTexEnvxv(int target, int pname, int[] params, int offset) { checkThread(); mgl.glTexEnvxv(target, pname, params, offset); checkError(); } public void glTexEnvxv(int target, int pname, IntBuffer params) { checkThread(); mgl.glTexEnvxv(target, pname, params); checkError(); } public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels) { checkThread(); mgl.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); checkError(); } public void glTexParameterf(int target, int pname, float param) { checkThread(); mgl.glTexParameterf(target, pname, param); checkError(); } public void glTexParameterx(int target, int pname, int param) { checkThread(); mgl.glTexParameterx(target, pname, param); checkError(); } public void glTexParameteriv(int target, int pname, int[] params, int offset) { checkThread(); mgl11.glTexParameteriv(target, pname, params, offset); checkError(); } public void glTexParameteriv(int target, int pname, IntBuffer params) { checkThread(); mgl11.glTexParameteriv(target, pname, params); checkError(); } public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Buffer pixels) { checkThread(); mgl.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); checkError(); } public void glTranslatef(float x, float y, float z) { checkThread(); mgl.glTranslatef(x, y, z); checkError(); } public void glTranslatex(int x, int y, int z) { checkThread(); mgl.glTranslatex(x, y, z); checkError(); } public void glVertexPointer(int size, int type, int stride, Buffer pointer) { checkThread(); mgl.glVertexPointer(size, type, stride, pointer); checkError(); } public void glViewport(int x, int y, int width, int height) { checkThread(); mgl.glViewport(x, y, width, height); checkError(); } public void glClipPlanef(int plane, float[] equation, int offset) { checkThread(); mgl11.glClipPlanef(plane, equation, offset); checkError(); } public void glClipPlanef(int plane, FloatBuffer equation) { checkThread(); mgl11.glClipPlanef(plane, equation); checkError(); } public void glClipPlanex(int plane, int[] equation, int offset) { checkThread(); mgl11.glClipPlanex(plane, equation, offset); checkError(); } public void glClipPlanex(int plane, IntBuffer equation) { checkThread(); mgl11.glClipPlanex(plane, equation); checkError(); } // Draw Texture Extension public void glDrawTexfOES(float x, float y, float z, float width, float height) { checkThread(); mgl11Ext.glDrawTexfOES(x, y, z, width, height); checkError(); } public void glDrawTexfvOES(float[] coords, int offset) { checkThread(); mgl11Ext.glDrawTexfvOES(coords, offset); checkError(); } public void glDrawTexfvOES(FloatBuffer coords) { checkThread(); mgl11Ext.glDrawTexfvOES(coords); checkError(); } public void glDrawTexiOES(int x, int y, int z, int width, int height) { checkThread(); mgl11Ext.glDrawTexiOES(x, y, z, width, height); checkError(); } public void glDrawTexivOES(int[] coords, int offset) { checkThread(); mgl11Ext.glDrawTexivOES(coords, offset); checkError(); } public void glDrawTexivOES(IntBuffer coords) { checkThread(); mgl11Ext.glDrawTexivOES(coords); checkError(); } public void glDrawTexsOES(short x, short y, short z, short width, short height) { checkThread(); mgl11Ext.glDrawTexsOES(x, y, z, width, height); checkError(); } public void glDrawTexsvOES(short[] coords, int offset) { checkThread(); mgl11Ext.glDrawTexsvOES(coords, offset); checkError(); } public void glDrawTexsvOES(ShortBuffer coords) { checkThread(); mgl11Ext.glDrawTexsvOES(coords); checkError(); } public void glDrawTexxOES(int x, int y, int z, int width, int height) { checkThread(); mgl11Ext.glDrawTexxOES(x, y, z, width, height); checkError(); } public void glDrawTexxvOES(int[] coords, int offset) { checkThread(); mgl11Ext.glDrawTexxvOES(coords, offset); checkError(); } public void glDrawTexxvOES(IntBuffer coords) { checkThread(); mgl11Ext.glDrawTexxvOES(coords); checkError(); } public int glQueryMatrixxOES(int[] mantissa, int mantissaOffset, int[] exponent, int exponentOffset) { checkThread(); int valid = mgl10Ext.glQueryMatrixxOES(mantissa, mantissaOffset, exponent, exponentOffset); checkError(); return valid; } public int glQueryMatrixxOES(IntBuffer mantissa, IntBuffer exponent) { checkThread(); int valid = mgl10Ext.glQueryMatrixxOES(mantissa, exponent); checkError(); return valid; } }