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//! Contains all possible errors that may occur during rendering, initialization of

//! renderer structures, or GAPI.


use crate::ContextError;
use std::ffi::NulError;

/// Set of possible renderer errors.

#[derive(Debug)]
pub enum RendererError {
    /// 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`

    ShaderLinkingFailed {
        /// Name of shader.

        shader_name: String,
        /// Linking error message.

        error_message: String,
    },
    /// Shader source contains invalid characters.

    FaultyShaderSource,
    /// There is no such shader uniform (could be optimized out).

    UnableToFindShaderUniform(String),
    /// Texture has invalid data - insufficient size.

    InvalidTextureData {
        /// Expected data size in bytes.

        expected_data_size: usize,
        /// Actual data size in bytes.

        actual_data_size: usize,
    },
    /// Means that you tried to draw element range from GeometryBuffer that

    /// does not have enough elements.

    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.

    InvalidAttributeDescriptor,
    /// Framebuffer is invalid.

    InvalidFrameBuffer,
    /// OpenGL failed to construct framebuffer.

    FailedToConstructFBO,
    /// Internal context error.

    Context(ContextError),
}

impl From<NulError> for RendererError {
    fn from(_: NulError) -> Self {
        Self::FaultyShaderSource
    }
}

impl From<ContextError> for RendererError {
    fn from(err: ContextError) -> Self {
        Self::Context(err)
    }
}