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doc: add docs for GL context asserts and other troubleshooting.

pull/529/head
Vladimír Vondruš 5 years ago
parent
commit
2bd933d3ef
  1. 18
      doc/compilation-speedup.dox
  2. 94
      doc/opengl-wrapping.dox
  3. 47
      doc/platform.dox
  4. 2
      doc/snippets/CMakeLists.txt
  5. 27
      doc/snippets/MagnumGL-application.cpp
  6. 17
      doc/snippets/MagnumGL.cpp
  7. 4
      doc/snippets/MagnumPlatform.cpp
  8. 90
      doc/troubleshooting.dox
  9. 4
      src/Magnum/GL/Context.h
  10. 4
      src/Magnum/GL/DefaultFramebuffer.h

18
doc/compilation-speedup.dox

@ -25,27 +25,27 @@
namespace Magnum {
/** @page compilation-speedup Speeding up compilation
@brief Techniques for reducing compilation times.
@brief Techniques for reducing compilation times used by Magnum itself and recommended for application code as well.
@tableofcontents
@m_footernavigation
@section compilation-forward-declarations Forward declarations instead of includes
Essential thing when speeding up compilation is reducing number of @cpp #include @ce
directives in both headers and source files. Magnum is strictly applying this
policy in all header files, so all types which are not directly used in the
header have only forward declarations.
An essential thing when speeding up compilation is reducing number of
@cpp #include @ce directives in both headers and source files. Magnum is
strictly applying this policy in all header files, so all types which are not
directly used in the header have only forward declarations.
For example, when including @ref Magnum.h, you get shortcut typedefs for
floating-point vectors and matrices like @ref Vector3 and @ref Matrix4, but to
actually use any of them, you have to include the respective header, e.g.
@ref Magnum/Math/Vector3.h.
You are encouraged to use forward declarations also in your code. However, for
some types it can be too cumbersome --- e.g. too many template parameters,
typedefs etc. In this case a header with forward declarations is usually
available, each namespace has its own:
You are encouraged to use forward declarations in your code as well. However,
for some types it can be too cumbersome --- e.g. too many template parameters,
default template arguments, typedefs etc. Instead, forward declaration headers
are available, with each namespace having its own:
- @ref Corrade/Corrade.h
- @ref Corrade/Containers/Containers.h

94
doc/opengl-wrapping.dox

@ -31,9 +31,9 @@ namespace Magnum {
@m_footernavigation
The purpose of the @ref GL library is to simplify interaction with the OpenGL
API using type-safe C++11 features, abstracting away extension and platform
differences, tracking the state for optimum performance and selecting the best
available code path for given system.
API using type-safe C++11 features and RAII, abstracting away extension and
platform differences, tracking the state for optimum performance and selecting
the best available code path for given driver.
Magnum provides wrappers for most native OpenGL objects like buffers, textures,
meshes, queries, transform feedback objects, shaders etc., but makes it
@ -42,49 +42,65 @@ libraries if the user wants to.
@section opengl-wrapping-instances OpenGL object wrapper instances
By default, all underlying OpenGL objects are created in wrapper class
constructor and deleted in wrapper class destructor. Constructing an object
using default constructor requires active @ref GL::Context instance. All OpenGL
objects are movable (but not copyable), although for performance reasons (and
contrary to standard C++11 practice), the moved-from instance does *not* have
any associated OpenGL object and is thus in *invalid state*. Using instance in
moved-from state may result in OpenGL errors being generated, in some cases
even application crashes.
Besides the default behavior, it is possible to construct the object without
creating the underlying OpenGL object using the @ref NoCreate tag.
Constructing the object this way does not require any active context and its
state is then equivalent to the moved-from state. It is useful in case you need
to construct the object before creating context (such as class members) or if
you know you would overwrite it later with another object:
@snippet MagnumGL.cpp opengl-wrapping-nocreate
<b></b>
@m_class{m-note m-warning}
@par
Note that calling anything on objects created this way is not defined (and
not checked or guarded in any way) and may result in crashes. If you want delayed object creation with safety checks (however with some extra
memory overhead), wrap the objects in an @ref Corrade::Containers::Optional.
By default, all wrapper classes follow RAII -- underlying OpenGL objects are
created in the class constructor and deleted in the wrapper class destructor.
All OpenGL objects are movable (but not copyable) and moves are *destructive*
--- the moved-from instance does *not* have any associated OpenGL object and
is thus in an *invalid state*. Calling anything on instances in a moved-from
state may thus result in OpenGL errors being generated, in some cases even
application crashes.
If you need to preserve the underlying OpenGL object after destruction, you can
call @cpp release() @ce. It returns ID of the underlying object, the instance
is then equivalent to moved-from state and you are responsible for proper
is then equivalent to the moved-from state and you are responsible for proper
deletion of the returned OpenGL object (note that it is possible to just query
ID of the underlying without releasing it using `id()`). It is also possible to
do the opposite --- wrapping existing OpenGL object ID into Magnum object
instance using @cpp wrap() @ce.
ID of the underlying without releasing it using @cpp id() @ce). It is also
possible to do the opposite --- wrapping an existing OpenGL object ID into a
Magnum object instance using @cpp wrap() @ce:
@snippet MagnumGL.cpp opengl-wrapping-transfer
The @cpp NoCreate @ce constructor, @cpp wrap() @ce and @cpp release() @ce
functions are available for all OpenGL classes except @ref GL::Shader, where
wrapping external instances makes less sense.
Note that interaction with third-party OpenGL code as shown above usually needs
special attention:
The @cpp wrap() @ce and @cpp release() @ce functions are available for all
OpenGL classes except for @ref GL::Shader, instances of which are rather
short-lived and thus wrapping external instances makes less sense.
@attention
Note that interaction with third-party OpenGL code as shown above usually
needs special attention due to the global nature of the OpenGL state
tracker. See @ref opengl-state-tracking below for more information.
@subsection opengl-wrapping-instances-nocreate Delayed context creation and NoCreate constructors
Constructing a Magnum GL object requires an active @ref GL::Context instance.
By default, this instance is automatically created by
@ref Platform::Sdl2Application "Platform::*Application" constructors, however
if you use @ref platform-configuration-delayed "delayed context creation" or
are directly interfacing with @ref platform-custom "custom platform toolkits",
this is not the case. If OpenGL functionality gets called before the
@ref GL::Context instance is created (or after it has been destroyed), you may
end up with the following assertion:
@code{.shell-session}
GL::Context::current(): no current context
@endcode
In the common case of delayed context creation, this problem can be
circumvented by constructing the OpenGL objects using the @ref NoCreate tag
first and populating them with live instances once the context is ready. For
example:
@snippet MagnumGL-application.cpp opengl-wrapping-nocreate
Please note that objects constructed using the @ref NoCreate tag are equivalent
to the moved-from state, and thus again calling anything on these may result in
OpenGL errors being generated or even application crashes --- you're
responsible for correctly initializing the objects before use. If you are fine
with trading some overhead for extra safety checks, wrap the objects in an
@relativeref{Corrade,Containers::Optional} instead of using the @ref NoCreate
constructor.
The @ref NoCreate constructor is available for all OpenGL classes, including
builtin shaders.
@section opengl-state-tracking State tracking and interaction with third-party code

47
doc/platform.dox

@ -143,22 +143,49 @@ this:
@snippet MagnumPlatform.cpp configuration
However, sometimes you would need to configure the application based on some
configuration file or system introspection. In that case you can pass
@ref NoCreate instead of @ref Platform::Sdl2Application::Configuration "Configuration"
instance and then specify it later with @ref Platform::Sdl2Application::create() "create()":
@subsection platform-configuration-delayed Delayed context creation
Sometimes you may want to set up the application based on a configuration file
or system introspection, which can't really be done inside the base class
initializer. You can specify @ref NoCreate in the constructor instead and pass
the @relativeref{Platform::Sdl2Application,Configuration} later to a
@relativeref{Platform::Sdl2Application,create()} function:
@snippet MagnumPlatform.cpp createcontext
If the context creation in constructor or @ref Platform::Sdl2Application::create() "create()"
fails, the application exits. However, it is also possible to negotiate the
context using @ref Platform::Sdl2Application::tryCreate() "tryCreate()". The
only difference is that this function returns `false` instead of exiting. You
can for example try enabling MSAA and if the context creation fails, fall back
to no-AA rendering:
If context creation in the constructor or in
@relativeref{Platform::Sdl2Application,create()} fails, the application prints
an error message to standard output and exits. While that frees you from having
to do explicit error handling, sometimes a more graceful behavior may be
desirable --- with @relativeref{Platform::Sdl2Application,tryCreate()} the
function returns @cpp false @ce instead of exiting and it's up to you whether
you abort the launch or retry with different configuration. You can for example
try enabling MSAA first, and if the context creation fails, fall back to no-AA
rendering:
@snippet MagnumPlatform.cpp trycreatecontext
<b></b>
@m_class{m-block m-warning}
@par Implications for GL objects as class members
Delaying GL context creation to
@relativeref{Platform::Sdl2Application,create()} /
@relativeref{Platform::Sdl2Application,tryCreate()} means that, at the
point when class members get constructed, the context isn't available yet.
If you have GL objects such as @ref GL::Mesh or @ref Shaders::PhongGL as
class members, the application may hit the following assert during startup:
@par
@code{.shell-session}
GL::Context::current(): no current context
@endcode
@par
The solution is to construct the GL objects with @ref NoCreate constructors
as well and populate them with live instances only after the context has
been created. See @ref opengl-wrapping-instances-nocreate for more
information.
@section platform-custom Using custom platform toolkits
In case you want to use some not-yet-supported toolkit or you don't want to use

2
doc/snippets/CMakeLists.txt

@ -203,7 +203,7 @@ if(WITH_SDL2APPLICATION AND TARGET_GL)
add_library(snippets-MagnumPlatform STATIC
MagnumPlatform.cpp
MagnumGL-framebuffer.cpp)
MagnumGL-application.cpp)
target_link_libraries(snippets-MagnumPlatform PRIVATE MagnumSdl2Application)
set_target_properties(

27
doc/snippets/MagnumGL-framebuffer.cpp → doc/snippets/MagnumGL-application.cpp

@ -26,11 +26,38 @@
#include "Magnum/GL/Buffer.h"
#include "Magnum/GL/DefaultFramebuffer.h"
#include "Magnum/GL/Framebuffer.h"
#include "Magnum/GL/Mesh.h"
#include "Magnum/Platform/Sdl2Application.h"
#include "Magnum/Platform/GLContext.h"
#include "Magnum/Shaders/PhongGL.h"
using namespace Magnum;
#define DOXYGEN_IGNORE(...) __VA_ARGS__
/* [opengl-wrapping-nocreate] */
class MyApplication: public Platform::Application {
DOXYGEN_IGNORE(explicit MyApplication(const Arguments& arguments);)
private:
/* Placeholders without an underlying GL object */
GL::Mesh _mesh{NoCreate};
Shaders::PhongGL _shader{NoCreate};
DOXYGEN_IGNORE()
};
MyApplication::MyApplication(const Arguments& arguments):
Platform::Application{arguments, NoCreate}
{
DOXYGEN_IGNORE()
create();
/* GL context is ready, now it's safe to populate the GL objects */
_mesh = GL::Mesh{};
_shader = Shaders::PhongGL{};
}
/* [opengl-wrapping-nocreate] */
struct A: Platform::Sdl2Application {
/* [DefaultFramebuffer-usage-viewport] */
void viewportEvent(ViewportEvent& event) override {

17
doc/snippets/MagnumGL.cpp

@ -120,23 +120,6 @@ carBumpTexture.setStorage(5, GL::TextureFormat::RGB8, {256, 256})
}
#endif
{
#if defined(CORRADE_TARGET_GCC) && __GNUC__ >= 11
#pragma GCC diagnostic push
/* Stupid thing. YES I WANT THIS TO BE A FUNCTION, CAN YOU SHUT UP */
#pragma GCC diagnostic ignored "-Wvexing-parse"
#endif
auto importSomeMesh() -> std::tuple<GL::Mesh, GL::Buffer, GL::Buffer>;
#if defined(CORRADE_TARGET_GCC) && __GNUC__ >= 11
#pragma GCC diagnostic pop
#endif
/* [opengl-wrapping-nocreate] */
GL::Mesh mesh{NoCreate};
GL::Buffer vertices{NoCreate}, indices{NoCreate};
std::tie(mesh, vertices, indices) = importSomeMesh();
/* [opengl-wrapping-nocreate] */
}
{
struct Foo {
void setSomeBuffer(GLuint) {}

4
doc/snippets/MagnumPlatform.cpp

@ -89,9 +89,9 @@ struct MyApplication: Platform::Application {
/* [configuration] */
MyApplication::MyApplication(const Arguments& arguments):
Platform::Application(arguments, Configuration{}
Platform::Application{arguments, Configuration{}
.setTitle("My Application")
.setSize({800, 600}))
.setSize({800, 600})}
{
// ...
}

90
doc/troubleshooting.dox

@ -25,29 +25,87 @@
namespace Magnum {
/** @page troubleshooting Troubleshooting
@brief Various tricks to overcome common building and rendering issues.
@brief Various tricks and solutions to common pitfalls.
@tableofcontents
@m_footernavigation
@section troubleshooting-building Building issues
If your project suddenly stops building after Magnum upgrade, check these
If your project suddenly stops building after a Magnum upgrade, check these
things:
- If the building fails on CMake step, be sure that you have up-to-date
- If building fails on the CMake step, be sure that you have up-to-date
`FindCorrade.cmake`, `FindMagnum.cmake` and other CMake modules in your
project (`FindSDL2.cmake`). They are contained in `modules/` directory of
Magnum sources (and sources of other projects) also are installed into
`share/cmake/Magnum`.
- In some cases when the changes done to build system are too drastic,
recreating the build dir or clearing CMake cache is needed, but this is
a very rare occasion.
- The library is constantly evolving, thus some API might get deprecated over
time (and later removed). Either build the libraries with `BUILD_DEPRECATED`
or switch to non-deprecated features. See @ref building for more
information.
@section troubleshooting-rendering Rendering issues
project (`FindSDL2.cmake`, ...). They are contained in `modules/` directory
of Magnum repositories and also get installed into `share/cmake/Magnum`.
- In very rare cases the CMake build directory may not survive an upgrade. If
you get some particularly cursed errors, try recreating it from scratch.
- The library is constantly evolving, meaning that APIs may get deprecated
and removed over time. If you upgrade to a version that deprecated a
particular API you use, the code will emit a deprecation warning,
suggesting a migration path. Except for rare cases, the deprecated APIs are
guaranteed to stay in the codebase for a year at least (or two subsequent
version releases, whichever is longer) and only then they get removed. To
make sure you're no longer using any deprecated functionality, it's
possible to disable the `BUILD_DEPRECATED` @ref building-features "CMake option"
when building Magnum, although for a smoother experience it's recommended
to flip this option back on when upgrading. A list of deprecated APIs is
maintained @ref changelog-latest-deprecated "in the changelog".
- In some rare cases, it's impossible to provide a deprecated migration path
and an API gets changed in a backwards-incompatible manner, directly
leading to a compile error. Another possibility is that transitive header
dependencies got cleaned up for @ref compilation-forward-declarations "speeding up compilation" and you're now missing an @cpp #include @ce. The major
compatiblity breakages are always listed @ref changelog-latest-compatibility "in the changelog".
- If you upgrade from a really old release, it's recommended to gradually
upgrade over tagged versions of Magnum and not jumping directly to latest
version. That way you're more likely to follow the deprecation path,
instead of directly ending up with long-deprecated APIs being gone with no
direct way to know what should be used instead. If in doubt, browse the
@ref changelog "old changelogs".
@section troubleshooting-runtime Runtime issues
Magnum makes heavy use of assertions to catch programmer errors (as opposed to
runtime or data-dependent errors, which get handled in more graceful ways), and
because past experience showed their usefulness, majority of assertions is
@ref CORRADE_NO_ASSERT "by default kept even in release builds".
If your application abruptly exits, it's important to know whether it was a
regular *exit*, an *abort* or a *crash*, as each of these may point to a
different problem.
- Except for crashes, in which case the application usually won't even have a
chance to complain about anything, you should get a message on the standard
error output:
- On Unix systems the output can be seen when running from a console
- On Windows, if you don't see the console, switch the build back to a
console app @ref platform-windows-hiding-console "instead of a GUI app"
--- in case of CMake you can temporarily remove the `WIN32` part from
your @cmake add_executable() @ce call
- On Android @ref platforms-android-output-redirection "you can use logcat"
- On Emscripten the output is printed to the browser console
- A regular exit may happen during startup due to an error in arguments
passed on the command line, or when a window / context creation fails. The
error output should mention what happened.
- An abort is an assertion failure, with the error message telling you why.
It's an abort in order to trigger a debugger break (or the assertion dialog
on Windows) or create a core dump (on Unix systems) so you can see the
backtrace leading to the error.
- One of the more frequent assertion messages is
@cb{.shell-session} GL::Context::current(): no current context @ce.
This happens when you try to use OpenGL functionality when the OpenGL
context is not yet created (or no longer exists). See
@ref opengl-wrapping-instances-nocreate for more information.
- A crash is usually a memory issue. To find the root cause, by far the
easiest is to hook up AddressSanitizer (`-fsanitize=address` on GCC, Clang
and [recent MSVC](https://docs.microsoft.com/en-us/cpp/sanitizers/asan)).
It can detect out-of-bounds accesses, use-after-free, leaks and other
issues and upon discovering a problem it prints a lengthy diagnostic about
what happened, where does the memory come from and what code touched it and
how.
@section troubleshooting-opengl OpenGL issues
If you are experiencing the so-called "black screen of death", weird behavior
or crashes on GL calls, you might want to try these things:
@ -99,7 +157,7 @@ or crashes on GL calls, you might want to try these things:
having similar ability to reset its state tracker), otherwise you may need
to save and restore GL state manually for that library to work.
@section troubleshooting-debugging Debugging rendering
@subsection troubleshooting-opengl-debugging Debugging rendering
- Use @ref GL::TimeQuery to find hot spots in the rendering code.
- @ref GL::DebugMessage::insert() "Mark relevant parts of code" to find them

4
src/Magnum/GL/Context.h

@ -204,12 +204,12 @@ instances for other OpenGL contexts, *first* you need to "unset" the current one
with @ref makeCurrent() and *then* create another instance, which will then
become implicitly active:
@snippet MagnumGL-framebuffer.cpp Context-makeCurrent-nullptr
@snippet MagnumGL-application.cpp Context-makeCurrent-nullptr
Once all needed instances are created, switch between them right after making
the underlying GL context current:
@snippet MagnumGL-framebuffer.cpp Context-makeCurrent
@snippet MagnumGL-application.cpp Context-makeCurrent
@section GL-Context-multithreading Thread safety

4
src/Magnum/GL/DefaultFramebuffer.h

@ -49,7 +49,7 @@ classes, pass the new size in your
@ref Platform::Sdl2Application::viewportEvent() "viewportEvent()"
implementation, for example:
@snippet MagnumGL-framebuffer.cpp DefaultFramebuffer-usage-viewport
@snippet MagnumGL-application.cpp DefaultFramebuffer-usage-viewport
Next thing you probably want is to clear all used buffers before performing
any drawing. Again, in case you're using one of the
@ -57,7 +57,7 @@ any drawing. Again, in case you're using one of the
@ref Platform::Sdl2Application::drawEvent() "drawEvent()" implementation, for
example:
@snippet MagnumGL-framebuffer.cpp DefaultFramebuffer-usage-clear
@snippet MagnumGL-application.cpp DefaultFramebuffer-usage-clear
See documentation of particular functions and @ref Framebuffer documentation
for more involved usage, usage of non-default or multiple framebuffers.

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