//! Contains all possible errors that may occur during rendering, initialization of
//! renderer structures, or GAPI.
use std::ffi::NulError;
/// Set of possible renderer errors.
#[derive(Debug, thiserror::Error)]
pub enum FrameworkError {
#[error(
"Compilation of \"{}\" shader has failed: {}",
shader_name,
error_message
)]
/// Compilation of a shader has failed.
ShaderCompilationFailed {
/// Name of shader.
shader_name: String,
/// Compilation error message.
error_message: String,
},
/// Means that shader link stage failed, exact reason is inside `error_message`
#[error("Linking shader \"{}\" failed: {}", shader_name, error_message)]
ShaderLinkingFailed {
/// Name of shader.
shader_name: String,
/// Linking error message.
error_message: String,
},
/// Shader source contains invalid characters.
#[error("Shader source contains invalid characters")]
FaultyShaderSource,
/// There is no such shader uniform (could be optimized out).
#[error("There is no such shader uniform: {0}")]
UnableToFindShaderUniform(String),
/// Texture has invalid data - insufficient size.
#[error(
"Texture has invalid data (insufficent size): expected {}, actual: {}",
expected_data_size,
actual_data_size
)]
InvalidTextureData {
/// Expected data size in bytes.
expected_data_size: usize,
/// Actual data size in bytes.
actual_data_size: usize,
},
/// None variant was passed as texture data, but engine does not support it.
#[error("None variant was passed as texture data, but engine does not support it.")]
EmptyTextureData,
/// Means that you tried to draw element range from GeometryBuffer that
/// does not have enough elements.
#[error(
"Tried to draw element from GeometryBuffer that does not have enough elements:
start: {},
end: {},
total: {}
",
start,
end,
total
)]
InvalidElementRange {
/// First index.
start: usize,
/// Last index.
end: usize,
/// Total amount of triangles.
total: usize,
},
/// Means that attribute descriptor tries to define an attribute that does
/// not exists in vertex, or it does not match size. For example you have vertex:
/// pos: float2,
/// normal: float3
/// But you described second attribute as Float4, then you'll get this error.
#[error("An attribute descriptor tried to define an attribute that does not exist in vertex or doesn't match size.")]
InvalidAttributeDescriptor,
/// Framebuffer is invalid.
#[error("Framebuffer is invalid")]
InvalidFrameBuffer,
/// OpenGL failed to construct framebuffer.
#[error("OpenGL failed to construct framebuffer.")]
FailedToConstructFBO,
/// Custom error. Usually used for internal errors.
#[error("Custom error: {0}")]
Custom(String),
}
impl From<NulError> for FrameworkError {
fn from(_: NulError) -> Self {
Self::FaultyShaderSource
}
}
#[cfg(not(target_arch = "wasm32"))]
impl From<glutin::ContextError> for FrameworkError {
fn from(err: glutin::ContextError) -> Self {
Self::Custom(format!("{:?}", err))
}
}
impl From<String> for FrameworkError {
fn from(v: String) -> Self {
Self::Custom(v)
}
}