Supermodel/Src/Graphics/Error.cpp

64 lines
2.2 KiB
C++

/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* Error.cpp
*
* Error reporting for 3D renderer. There are some situations in which it is
* appropriate to inform the user of an error during rendering. However, these
* will frequently lead to an avalanche of error messages. Therefore, error
* messages are managed by this interface, ensuring that they are displayed not
* more than once per frame.
*
* Error functions can always be counted on to return FAIL, like ErrorLog().
*/
#include "Supermodel.h"
// Error bit flags (must not conflict)
#define ERROR_LOCAL_VERTEX_OVERFLOW 0x1
#define ERROR_UNABLE_TO_CACHE_MODEL 0x2
// Overflow in the local vertex buffer, which holds one model
bool CRender3D::ErrorLocalVertexOverflow(void)
{
if ((errorMsgFlags&ERROR_LOCAL_VERTEX_OVERFLOW))
return FAIL;
errorMsgFlags |= ERROR_LOCAL_VERTEX_OVERFLOW;
return ErrorLog("Overflow in local vertex buffer!");
}
// Model could not be cached, even after dumping display list and re-caching
bool CRender3D::ErrorUnableToCacheModel(UINT32 modelAddr)
{
if ((errorMsgFlags&ERROR_UNABLE_TO_CACHE_MODEL))
return FAIL;
errorMsgFlags |= ERROR_UNABLE_TO_CACHE_MODEL;
return ErrorLog("Encountered a model that was too large to cache (at %08X)!", modelAddr);
}
// Call this every frame to clear the error flag, allowing errors to be printed
void CRender3D::ClearErrors(void)
{
errorMsgFlags = 0;
}