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GPU: More robust error reporting #10958

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Resolves #10779

I rewrote a lot of error checking so that functions that can fail will bubble up the error to the caller. There is no longer a distinction between logging or setting an error because failures will always set an error. In debug mode the error function will also log.

Commands do not return errors. Since their execution is deferred, the expectation is that the graphics API's validator layer will catch those.

Most graphics errors are not sanely recoverable, but the client can now at least check for errors and report them before crashing.

Needs a Metal implementation before merge.

include/SDL3/SDL_gpu.h Outdated Show resolved Hide resolved
include/SDL3/SDL_gpu.h Outdated Show resolved Hide resolved
if (
commandBufferHeader->render_pass.in_progress ||
commandBufferHeader->compute_pass.in_progress ||
commandBufferHeader->copy_pass.in_progress) {
SDL_assert_release(!"Cannot submit command buffer while a pass is in progress!");
return;
return false;
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This should set an error (and maybe log in debug mode instead of asserting?)

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An assert is infinitely more useful here for debugging.

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Our intention was to assert in gpu.c in debug mode because the errors we catch there are client misuses.

@flibitijibibo flibitijibibo added this to the 3.0 ABI milestone Sep 26, 2024
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Currently making sure that we're logging errors in debug mode and then this is good to go.

@flibitijibibo flibitijibibo marked this pull request as ready for review September 27, 2024 02:48
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Looks like Haiku CI went down... this should be clear to squash once it's back up and green.

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GPU: Functions that may return errors should call SDL_SetError()
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