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@bringhurst
Created July 30, 2010 17:31
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A webgl debug wrapper modified for use in google closure apps.
/*global goog, lanyard */
/*jslint white: false, onevar: false, undef: true, nomen: true, eqeqeq: true, plusplus: true, bitwise: true, regexp: true, newcap: true, immed: true, sub: true, nomen: false */
//
// WARNING: Part of this file is based on code that is:
//
// Copyright (c) 2009 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file (located in the Khronos Group's VCS repository).
//
goog.provide('lanyard.util.WebGLDebug');
/**
* Various functions for helping to debug WebGL apps.
*
* @param {!WebGLRenderingContext} ctx The webgl context to wrap.
*/
lanyard.util.WebGLDebug = function (ctx) {
/**
* @private
*/
this._logger = goog.debug.Logger.getLogger('lanyard.util.WebGLDebug');
/**
* Which arguments are enums.
* @type {!Object.<number, string>}
*/
var glValidEnumContexts = {
// Generic setters and getters
'enable': { 0:true },
'disable': { 0:true },
'getParameter': { 0:true },
// Rendering
'drawArrays': { 0:true },
'drawElements': { 0:true, 2:true },
// Shaders
'createShader': { 0:true },
'getShaderParameter': { 1:true },
'getProgramParameter': { 1:true },
// Vertex attributes
'getVertexAttrib': { 1:true },
'vertexAttribPointer': { 2:true },
// Textures
'bindTexture': { 0:true },
'activeTexture': { 0:true },
'getTexParameter': { 0:true, 1:true },
'texParameterf': { 0:true, 1:true },
'texParameteri': { 0:true, 1:true, 2:true },
'texImage2D': { 0:true, 2:true, 6:true, 7:true },
'texSubImage2D': { 0:true, 6:true, 7:true },
'copyTexImage2D': { 0:true, 2:true },
'copyTexSubImage2D': { 0:true },
'generateMipmap': { 0:true },
// Buffer objects
'bindBuffer': { 0:true },
'bufferData': { 0:true, 2:true },
'bufferSubData': { 0:true },
'getBufferParameter': { 0:true, 1:true },
// Renderbuffers and framebuffers
'pixelStorei': { 0:true, 1:true },
'readPixels': { 4:true, 5:true },
'bindRenderbuffer': { 0:true },
'bindFramebuffer': { 0:true },
'checkFramebufferStatus': { 0:true },
'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
'framebufferTexture2D': { 0:true, 1:true, 2:true },
'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
'getRenderbufferParameter': { 0:true, 1:true },
'renderbufferStorage': { 0:true, 1:true },
// Frame buffer operations (clear, blend, depth test, stencil)
'clear': { 0:true },
'depthFunc': { 0:true },
'blendFunc': { 0:true, 1:true },
'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
'blendEquation': { 0:true },
'blendEquationSeparate': { 0:true, 1:true },
'stencilFunc': { 0:true },
'stencilFuncSeparate': { 0:true, 1:true },
'stencilMaskSeparate': { 0:true },
'stencilOp': { 0:true, 1:true, 2:true },
'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },
// Culling
'cullFace': { 0:true },
'frontFace': { 0:true },
};
/**
* Map of numbers to names.
* @type {Object}
*/
var glEnums = {};
for (var propertyName in ctx) {
if (typeof ctx[propertyName] == 'number') {
glEnums[ctx[propertyName]] = propertyName;
}
}
};
/**
* Returns true or false if value matches any WebGL enum.
*
* @param {*} value Value to check if it might be an enum.
* @return {boolean} True if value matches one of the WebGL defined enums
*/
lanyard.util.WebGLDebug.prototype.mightBeEnum = function (value) {
return (this.glEnums[value] !== undefined);
};
/**
* Gets an string version of an WebGL enum.
*
* Example:
* var str = WebGLDebugUtil.glEnumToString(ctx.getError());
*
* @param {number} value Value to return an enum for
* @return {string} The string version of the enum.
*/
lanyard.util.WebGLDebug.prototype.glEnumToString = function (value) {
var name = glEnums[value];
return (name !== undefined) ? name :
("*UNKNOWN WebGL ENUM (0x" + value.toString(16) + ")");
};
/**
* Returns the string version of a WebGL argument.
* Attempts to convert enum arguments to strings.
* @param {string} functionName the name of the WebGL function.
* @param {number} argumentIndx the index of the argument.
* @param {*} value The value of the argument.
* @return {string} The value as a string.
*/
lanyard.util.WebGLDebug.prototype.glFunctionArgToString = function (functionName, argumentIndex, value) {
var funcInfo = glValidEnumContexts[functionName];
if (funcInfo !== undefined) {
if (funcInfo[argumentIndex]) {
return glEnumToString(value);
}
}
return value.toString();
};
/**
* Given a WebGL context returns a wrapped context that calls
* gl.getError after every command and calls a function if the
* result is not gl.NO_ERROR.
*
* @param {!WebGLRenderingContext} ctx The webgl context to
* wrap.
* @param {!function(err, funcName, args): void} opt_onErrorFunc
* The function to call when gl.getError returns an
* error. If not specified the default function calls
* console.log with a message.
*/
lanyard.util.WebGLDebug.prototype.makeDebugContext = function (ctx, opt_onErrorFunc) {
opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
// apparently we can't do args.join(",");
var argStr = "";
for (var ii = 0; ii < args.length; ++ii) {
argStr += ((ii == 0) ? '' : ', ') +
glFunctionArgToString(functionName, ii, args[ii]);
}
this._logger.severe("WebGL error "+ glEnumToString(err) + " in "+ functionName +
"(" + argStr + ")");
};
// Holds booleans for each GL error so after we get the error ourselves
// we can still return it to the client app.
var glErrorShadow = { };
// Makes a function that calls a WebGL function and then calls getError.
function makeErrorWrapper(ctx, functionName) {
return function() {
var result = ctx[functionName].apply(ctx, arguments);
var err = ctx.getError();
if (err != 0) {
glErrorShadow[err] = true;
opt_onErrorFunc(err, functionName, arguments);
}
return result;
};
}
// Make a an object that has a copy of every property of the WebGL context
// but wraps all functions.
var wrapper = {};
for (var propertyName in ctx) {
if (typeof ctx[propertyName] == 'function') {
wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
} else {
wrapper[propertyName] = ctx[propertyName];
}
}
// Override the getError function with one that returns our saved results.
wrapper.getError = function() {
for (var err in glErrorShadow) {
if (glErrorShadow[err]) {
glErrorShadow[err] = false;
return err;
}
}
return ctx.NO_ERROR;
};
return wrapper;
};
/* EOF */
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