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fyrox_graphics/
error.rs

1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
2//
3// Permission is hereby granted, free of charge, to any person obtaining a copy
4// of this software and associated documentation files (the "Software"), to deal
5// in the Software without restriction, including without limitation the rights
6// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7// copies of the Software, and to permit persons to whom the Software is
8// furnished to do so, subject to the following conditions:
9//
10// The above copyright notice and this permission notice shall be included in all
11// copies or substantial portions of the Software.
12//
13// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
19// SOFTWARE.
20
21//! Contains all possible errors that may occur during rendering, initialization of
22//! renderer structures, or GAPI.
23
24use std::{
25    error::Error,
26    ffi::NulError,
27    fmt::{Display, Formatter},
28};
29
30/// Set of possible renderer errors.
31#[derive(Debug)]
32pub enum FrameworkError {
33    /// Compilation of a shader has failed.
34    ShaderCompilationFailed {
35        /// Name of shader.
36        shader_name: String,
37        /// Compilation error message.
38        error_message: String,
39    },
40    /// Means that shader link stage failed, exact reason is inside `error_message`
41    ShaderLinkingFailed {
42        /// Name of shader.
43        shader_name: String,
44        /// Linking error message.
45        error_message: String,
46    },
47    /// Shader source contains invalid characters.
48    FaultyShaderSource,
49    /// There is no such shader uniform (could be optimized out).
50    UnableToFindShaderUniform(String),
51    /// There is no such shader uniform block.
52    UnableToFindShaderUniformBlock(String),
53    /// Texture has invalid data - insufficient size.
54    InvalidTextureData {
55        /// Expected data size in bytes.
56        expected_data_size: usize,
57        /// Actual data size in bytes.
58        actual_data_size: usize,
59    },
60    /// None variant was passed as texture data, but engine does not support it.
61    EmptyTextureData,
62    /// Means that you tried to draw element range from GeometryBuffer that
63    /// does not have enough elements.
64    InvalidElementRange {
65        /// First index.
66        start: usize,
67        /// Last index.
68        end: usize,
69        /// Total amount of triangles.
70        total: usize,
71    },
72    /// Means that attribute descriptor tries to define an attribute that does
73    /// not exists in vertex, or it does not match size. For example you have vertex:
74    ///   pos: float2,
75    ///   normal: float3
76    /// But you described second attribute as Float4, then you'll get this error.
77    InvalidAttributeDescriptor,
78    /// Framebuffer is invalid.
79    InvalidFrameBuffer,
80    /// OpenGL failed to construct framebuffer.
81    FailedToConstructFBO,
82    /// Custom error. Usually used for internal errors.
83    Custom(String),
84    /// Graphics server disconnected.
85    GraphicsServerUnavailable,
86}
87
88impl std::error::Error for FrameworkError {}
89
90impl Display for FrameworkError {
91    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
92        match self {
93            FrameworkError::ShaderCompilationFailed {
94                shader_name,
95                error_message,
96            } => {
97                write!(
98                    f,
99                    "Compilation of \"{shader_name}\" shader has failed: {error_message}",
100                )
101            }
102            FrameworkError::ShaderLinkingFailed {
103                shader_name,
104                error_message,
105            } => {
106                write!(
107                    f,
108                    "Linking shader \"{shader_name}\" failed: {error_message}",
109                )
110            }
111            FrameworkError::FaultyShaderSource => {
112                write!(f, "Shader source contains invalid characters")
113            }
114            FrameworkError::UnableToFindShaderUniform(v) => {
115                write!(f, "There is no such shader uniform: {v}")
116            }
117            FrameworkError::UnableToFindShaderUniformBlock(v) => {
118                write!(f, "There is no such shader uniform block: {v}")
119            }
120            FrameworkError::InvalidTextureData {
121                expected_data_size,
122                actual_data_size,
123            } => {
124                write!(
125                    f,
126                    "Texture has invalid data (insufficent size): \
127                expected {expected_data_size}, actual: {actual_data_size}",
128                )
129            }
130            FrameworkError::EmptyTextureData => {
131                write!(
132                    f,
133                    "None variant was passed as texture data, but engine does not support it."
134                )
135            }
136            FrameworkError::InvalidElementRange { start, end, total } => {
137                write!(
138                    f,
139                    "Tried to draw element from GeometryBuffer that does not have enough \
140                    elements: start: {start}, end: {end}, total: {total}",
141                )
142            }
143            FrameworkError::InvalidAttributeDescriptor => {
144                write!(
145                    f,
146                    "An attribute descriptor tried to define an attribute that \
147                does not exist in vertex or doesn't match size."
148                )
149            }
150            FrameworkError::InvalidFrameBuffer => {
151                write!(f, "Framebuffer is invalid")
152            }
153            FrameworkError::FailedToConstructFBO => {
154                write!(f, "OpenGL failed to construct framebuffer.")
155            }
156            FrameworkError::Custom(v) => {
157                write!(f, "Custom error: {v}")
158            }
159            FrameworkError::GraphicsServerUnavailable => {
160                write!(f, "Graphics server disconnected.")
161            }
162        }
163    }
164}
165
166impl From<NulError> for FrameworkError {
167    fn from(_: NulError) -> Self {
168        Self::FaultyShaderSource
169    }
170}
171
172impl From<String> for FrameworkError {
173    fn from(v: String) -> Self {
174        Self::Custom(v)
175    }
176}
177
178impl From<Box<dyn Error>> for FrameworkError {
179    fn from(e: Box<dyn Error>) -> Self {
180        Self::Custom(format!("{e:?}"))
181    }
182}