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sokol: do not crash if an image cannot be rendered
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@ -174,7 +174,7 @@ v self
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```bash
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```bash
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$ v
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$ v
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V 0.2.x
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V 0.3.x
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Use Ctrl-C or `exit` to exit
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Use Ctrl-C or `exit` to exit
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>>> println('hello world')
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>>> println('hello world')
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32
thirdparty/sokol/sokol_gfx.h
vendored
32
thirdparty/sokol/sokol_gfx.h
vendored
@ -130,7 +130,7 @@
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--- optionally update shader uniform data with:
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--- optionally update shader uniform data with:
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sg_apply_uniforms(sg_shader_stage stage, int ub_index, const sg_range* data)
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sg_apply_uniforms(sg_shader_stage stage, int ub_index, const sg_range* data)
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Read the section 'UNIFORM DATA LAYOUT' to learn about the expected memory layout
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Read the section 'UNIFORM DATA LAYOUT' to learn about the expected memory layout
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of the uniform data passed into sg_apply_uniforms().
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of the uniform data passed into sg_apply_uniforms().
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@ -338,7 +338,7 @@
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with context information provided by sokol_app.h
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with context information provided by sokol_app.h
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See the documention block of the sg_desc struct below for more information.
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See the documention block of the sg_desc struct below for more information.
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UNIFORM DATA LAYOUT:
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UNIFORM DATA LAYOUT:
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====================
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====================
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@ -370,7 +370,7 @@
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SG_UNIFORMLAYOUT_STD140)
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SG_UNIFORMLAYOUT_STD140)
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- a list of the uniform block members types in the correct order they
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- a list of the uniform block members types in the correct order they
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appear on the CPU side
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appear on the CPU side
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For example if the GLSL shader has the following uniform declarations:
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For example if the GLSL shader has the following uniform declarations:
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uniform mat4 mvp;
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uniform mat4 mvp;
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@ -414,7 +414,7 @@
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CROSS-BACKEND COMMON UNIFORM DATA LAYOUT
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CROSS-BACKEND COMMON UNIFORM DATA LAYOUT
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========================================
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========================================
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For cross-platform / cross-3D-backend code it is important that the same uniform block
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For cross-platform / cross-3D-backend code it is important that the same uniform block
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layout on the CPU side can be used for all sokol-gfx backends. To achieve this,
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layout on the CPU side can be used for all sokol-gfx backends. To achieve this,
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a common subset of the std140 layout must be used:
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a common subset of the std140 layout must be used:
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- The uniform block layout hint in sg_shader_desc must be explicitely set to
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- The uniform block layout hint in sg_shader_desc must be explicitely set to
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@ -440,7 +440,7 @@
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- ivec4 => 16
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- ivec4 => 16
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- mat4 => 16
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- mat4 => 16
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- Arrays are only allowed for the following types: vec4, int4, mat4.
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- Arrays are only allowed for the following types: vec4, int4, mat4.
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Note that the HLSL cbuffer layout rules are slightly different from the
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Note that the HLSL cbuffer layout rules are slightly different from the
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std140 layout rules, this means that the cbuffer declarations in HLSL code
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std140 layout rules, this means that the cbuffer declarations in HLSL code
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must be tweaked so that the layout is compatible with std140.
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must be tweaked so that the layout is compatible with std140.
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@ -454,7 +454,7 @@
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--- The GL backends need to know about the internal structure of uniform
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--- The GL backends need to know about the internal structure of uniform
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blocks, and the texture sampler-name and -type. The uniform layout details
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blocks, and the texture sampler-name and -type. The uniform layout details
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are described in the UNIFORM DATA LAYOUT section above.
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are described in the UNIFORM DATA LAYOUT section above.
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// uniform block structure and texture image definition in sg_shader_desc:
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// uniform block structure and texture image definition in sg_shader_desc:
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sg_shader_desc desc = {
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sg_shader_desc desc = {
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// uniform block description (size and internal structure)
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// uniform block description (size and internal structure)
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@ -1321,35 +1321,35 @@ typedef enum sg_uniform_type {
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/*
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/*
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sg_uniform_layout
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sg_uniform_layout
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A hint for the interior memory layout of uniform blocks. This is
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A hint for the interior memory layout of uniform blocks. This is
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only really relevant for the GL backend where the internal layout
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only really relevant for the GL backend where the internal layout
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of uniform blocks must be known to sokol-gfx. For all other backends the
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of uniform blocks must be known to sokol-gfx. For all other backends the
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internal memory layout of uniform blocks doesn't matter, sokol-gfx
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internal memory layout of uniform blocks doesn't matter, sokol-gfx
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will just pass uniform data as a single memory blob to the
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will just pass uniform data as a single memory blob to the
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3D backend.
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3D backend.
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SG_UNIFORMLAYOUT_NATIVE (default)
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SG_UNIFORMLAYOUT_NATIVE (default)
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Native layout means that a 'backend-native' memory layout
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Native layout means that a 'backend-native' memory layout
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is used. For the GL backend this means that uniforms
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is used. For the GL backend this means that uniforms
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are packed tightly in memory (e.g. there are no padding
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are packed tightly in memory (e.g. there are no padding
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bytes).
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bytes).
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SG_UNIFORMLAYOUT_STD140
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SG_UNIFORMLAYOUT_STD140
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The memory layout is a subset of std140. Arrays are only
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The memory layout is a subset of std140. Arrays are only
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allowed for the FLOAT4, INT4 and MAT4. Alignment is as
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allowed for the FLOAT4, INT4 and MAT4. Alignment is as
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is as follows:
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is as follows:
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FLOAT, INT: 4 byte alignment
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FLOAT, INT: 4 byte alignment
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FLOAT2, INT2: 8 byte alignment
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FLOAT2, INT2: 8 byte alignment
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FLOAT3, INT3: 16 byte alignment(!)
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FLOAT3, INT3: 16 byte alignment(!)
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FLOAT4, INT4: 16 byte alignment
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FLOAT4, INT4: 16 byte alignment
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MAT4: 16 byte alignment
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MAT4: 16 byte alignment
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FLOAT4[], INT4[]: 16 byte alignment
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FLOAT4[], INT4[]: 16 byte alignment
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The overall size of the uniform block must be a multiple
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The overall size of the uniform block must be a multiple
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of 16.
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of 16.
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For more information search for 'UNIFORM DATA LAYOUT' in the documentation block
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For more information search for 'UNIFORM DATA LAYOUT' in the documentation block
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at the start of the header.
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at the start of the header.
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*/
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*/
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@ -1360,7 +1360,7 @@ typedef enum sg_uniform_layout {
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_SG_UNIFORMLAYOUT_NUM,
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_SG_UNIFORMLAYOUT_NUM,
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_SG_UNIFORMLAYOUT_FORCE_U32 = 0x7FFFFFFF
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_SG_UNIFORMLAYOUT_FORCE_U32 = 0x7FFFFFFF
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} sg_uniform_layout;
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} sg_uniform_layout;
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/*
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/*
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sg_cull_mode
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sg_cull_mode
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@ -13910,7 +13910,7 @@ _SOKOL_PRIVATE const char* _sg_validate_string(_sg_validate_error_t err) {
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case _SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH: return "size of uniform block members doesn't match uniform block size";
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case _SG_VALIDATE_SHADERDESC_UB_SIZE_MISMATCH: return "size of uniform block members doesn't match uniform block size";
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case _SG_VALIDATE_SHADERDESC_UB_ARRAY_COUNT: return "uniform array count must be >= 1";
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case _SG_VALIDATE_SHADERDESC_UB_ARRAY_COUNT: return "uniform array count must be >= 1";
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case _SG_VALIDATE_SHADERDESC_UB_STD140_ARRAY_TYPE: return "uniform arrays only allowed for FLOAT4, INT4, MAT4 in std140 layout";
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case _SG_VALIDATE_SHADERDESC_UB_STD140_ARRAY_TYPE: return "uniform arrays only allowed for FLOAT4, INT4, MAT4 in std140 layout";
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case _SG_VALIDATE_SHADERDESC_NO_CONT_IMGS: return "shader images must occupy continuous slots";
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case _SG_VALIDATE_SHADERDESC_NO_CONT_IMGS: return "shader images must occupy continuous slots";
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case _SG_VALIDATE_SHADERDESC_IMG_NAME: return "GL backend requires uniform block member names";
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case _SG_VALIDATE_SHADERDESC_IMG_NAME: return "GL backend requires uniform block member names";
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case _SG_VALIDATE_SHADERDESC_ATTR_NAMES: return "GLES2 backend requires vertex attribute names";
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case _SG_VALIDATE_SHADERDESC_ATTR_NAMES: return "GLES2 backend requires vertex attribute names";
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@ -14015,10 +14015,12 @@ _SOKOL_PRIVATE void _sg_validate(bool cond, _sg_validate_error_t err) {
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_SOKOL_PRIVATE bool _sg_validate_end(void) {
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_SOKOL_PRIVATE bool _sg_validate_end(void) {
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if (_sg.validate_error != _SG_VALIDATE_SUCCESS) {
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if (_sg.validate_error != _SG_VALIDATE_SUCCESS) {
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// __v_ start
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#if !defined(SOKOL_VALIDATE_NON_FATAL)
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#if !defined(SOKOL_VALIDATE_NON_FATAL)
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SOKOL_LOG("^^^^ SOKOL-GFX VALIDATION FAILED, TERMINATING ^^^^");
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SOKOL_LOG("^^^^ SOKOL-GFX VALIDATION FAILED, TERMINATING ^^^^");
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SOKOL_ASSERT(false);
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// SOKOL_ASSERT(false);
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#endif
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#endif
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// __v_ end
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return false;
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return false;
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}
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}
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else {
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else {
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