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WARNING: BREAKING: Renamed several functions for data validation #3930

pull/4391/head
Ray 1 day ago
parent
commit
8cbf34ddc4
7 changed files with 66 additions and 50 deletions
  1. +8
    -8
      src/raudio.c
  2. +11
    -11
      src/raylib.h
  3. +3
    -3
      src/rcore.c
  4. +0
    -1
      src/rlgl.h
  5. +24
    -6
      src/rmodels.c
  6. +5
    -6
      src/rtext.c
  7. +15
    -15
      src/rtextures.c

+ 8
- 8
src/raudio.c View File

@ -892,8 +892,8 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
return wave;
}
// Checks if wave data is ready
bool IsWaveReady(Wave wave)
// Checks if wave data is valid (data loaded and parameters)
bool IsWaveValid(Wave wave)
{
bool result = false;
@ -993,8 +993,8 @@ Sound LoadSoundAlias(Sound source)
}
// Checks if a sound is ready
bool IsSoundReady(Sound sound)
// Checks if a sound is valid (data loaded and buffers initialized)
bool IsSoundValid(Sound sound)
{
bool result = false;
@ -1726,8 +1726,8 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
return music;
}
// Checks if a music stream is ready
bool IsMusicReady(Music music)
// Checks if a music stream is valid (context and buffers initialized)
bool IsMusicValid(Music music)
{
return ((music.ctxData != NULL) && // Validate context loaded
(music.frameCount > 0) && // Validate audio frame count
@ -2119,8 +2119,8 @@ AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, un
return stream;
}
// Checks if an audio stream is ready
bool IsAudioStreamReady(AudioStream stream)
// Checks if an audio stream is valid (buffers initialized)
bool IsAudioStreamValid(AudioStream stream)
{
return ((stream.buffer != NULL) && // Validate stream buffer
(stream.sampleRate > 0) && // Validate sample rate is supported

+ 11
- 11
src/raylib.h View File

@ -1044,7 +1044,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -1319,7 +1319,7 @@ RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *f
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
@ -1405,9 +1405,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@ -1454,7 +1454,7 @@ RLAPI Font LoadFont(const char *fileName);
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@ -1544,7 +1544,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@ -1587,7 +1587,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
@ -1625,11 +1625,11 @@ RLAPI float GetMasterVolume(void); // Get mas
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -1655,7 +1655,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -1672,7 +1672,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill

+ 3
- 3
src/rcore.c View File

@ -1342,10 +1342,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
return shader;
}
// Check if a shader is ready
bool IsShaderReady(Shader shader)
// Check if a shader is valid (loaded on GPU)
bool IsShaderValid(Shader shader)
{
return ((shader.id > 0) && // Validate shader id (loaded successfully)
return ((shader.id > 0) && // Validate shader id (GPU loaded successfully)
(shader.locs != NULL)); // Validate memory has been allocated for default shader locations
// The following locations are tried to be set automatically (locs[i] >= 0),

+ 0
- 1
src/rlgl.h View File

@ -347,7 +347,6 @@
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
#endif
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7

+ 24
- 6
src/rmodels.c View File

@ -1155,8 +1155,8 @@ Model LoadModelFromMesh(Mesh mesh)
return model;
}
// Check if a model is ready
bool IsModelReady(Model model)
// Check if a model is valid (loaded in GPU, VAO/VBOs)
bool IsModelValid(Model model)
{
bool result = false;
@ -1165,8 +1165,24 @@ bool IsModelReady(Model model)
(model.meshMaterial != NULL) && // Validate mesh-material linkage
(model.meshCount > 0) && // Validate mesh count
(model.materialCount > 0)) result = true; // Validate material count
// NOTE: This is a very general model validation, many elements could be validated from a model...
// NOTE: Many elements could be validated from a model, including every model mesh VAO/VBOs
// but some VBOs could not be used, it depends on Mesh vertex data
for (int i = 0; i < model.meshCount; i++)
{
if ((model.meshes[i].vertices != NULL) && (model.meshes[i].vboId[0] == 0)) { result = false; break; } // Vertex position buffer not uploaded to GPU
if ((model.meshes[i].texcoords != NULL) && (model.meshes[i].vboId[1] == 0)) { result = false; break; } // Vertex textcoords buffer not uploaded to GPU
if ((model.meshes[i].normals != NULL) && (model.meshes[i].vboId[2] == 0)) { result = false; break; } // Vertex normals buffer not uploaded to GPU
if ((model.meshes[i].colors != NULL) && (model.meshes[i].vboId[3] == 0)) { result = false; break; } // Vertex colors buffer not uploaded to GPU
if ((model.meshes[i].tangents != NULL) && (model.meshes[i].vboId[4] == 0)) { result = false; break; } // Vertex tangents buffer not uploaded to GPU
if ((model.meshes[i].texcoords2 != NULL) && (model.meshes[i].vboId[5] == 0)) { result = false; break; } // Vertex texcoords2 buffer not uploaded to GPU
if ((model.meshes[i].indices != NULL) && (model.meshes[i].vboId[6] == 0)) { result = false; break; } // Vertex indices buffer not uploaded to GPU
if ((model.meshes[i].boneIds != NULL) && (model.meshes[i].vboId[7] == 0)) { result = false; break; } // Vertex boneIds buffer not uploaded to GPU
if ((model.meshes[i].boneWeights != NULL) && (model.meshes[i].vboId[8] == 0)) { result = false; break; } // Vertex boneWeights buffer not uploaded to GPU
// NOTE: Some OpenGL versions do not support VAO, so we don't check it
//if (model.meshes[i].vaoId == 0) { result = false; break }
}
return result;
}
@ -2182,13 +2198,15 @@ Material LoadMaterialDefault(void)
return material;
}
// Check if a material is ready
bool IsMaterialReady(Material material)
// Check if a material is valid (map textures loaded in GPU)
bool IsMaterialValid(Material material)
{
bool result = false;
if ((material.maps != NULL) && // Validate material contain some map
(material.shader.id > 0)) result = true; // Validate material shader is valid
// TODO: Check if available maps contain loaded textures
return result;
}

+ 5
- 6
src/rtext.c View File

@ -581,17 +581,16 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int
return font;
}
// Check if a font is ready
bool IsFontReady(Font font)
// Check if a font is valid (font data loaded)
// WARNING: GPU texture not checked
bool IsFontValid(Font font)
{
return ((font.texture.id > 0) && // Validate OpenGL id for font texture atlas
(font.baseSize > 0) && // Validate font size
return ((font.baseSize > 0) && // Validate font size
(font.glyphCount > 0) && // Validate font contains some glyph
(font.recs != NULL) && // Validate font recs defining glyphs on texture atlas
(font.glyphs != NULL)); // Validate glyph data is loaded
// NOTE: Further validations could be done to verify if recs count and glyphs count
// match glyphCount and to verify that data contained is valid (glyphs values, metrics...)
// NOTE: Further validations could be done to verify if recs and glyphs contain valid data (glyphs values, metrics...)
}
// Load font data for further use

+ 15
- 15
src/rtextures.c View File

@ -600,15 +600,15 @@ Image LoadImageFromScreen(void)
}
// Check if an image is ready
bool IsImageReady(Image image)
bool IsImageValid(Image image)
{
bool result = false;
if ((image.data != NULL) && // Validate pixel data available
(image.width > 0) &&
(image.height > 0) && // Validate image size
(image.width > 0) && // Validate image width
(image.height > 0) && // Validate image height
(image.format > 0) && // Validate image format
(image.mipmaps > 0)) result = true; // Validate image mipmaps (at least 1 for basic mipmap level)
(image.mipmaps > 0)) result = true; // Validate image mipmaps (at least 1 for basic mipmap level)
return result;
}
@ -4224,16 +4224,16 @@ RenderTexture2D LoadRenderTexture(int width, int height)
return target;
}
// Check if a texture is ready
bool IsTextureReady(Texture2D texture)
// Check if a texture is valid (loaded in GPU)
bool IsTextureValid(Texture2D texture)
{
bool result = false;
// TODO: Validate maximum texture size supported by GPU?
// TODO: Validate maximum texture size supported by GPU
if ((texture.id > 0) && // Validate OpenGL id
(texture.width > 0) &&
(texture.height > 0) && // Validate texture size
if ((texture.id > 0) && // Validate OpenGL id (texture uplaoded to GPU)
(texture.width > 0) && // Validate texture width
(texture.height > 0) && // Validate texture height
(texture.format > 0) && // Validate texture pixel format
(texture.mipmaps > 0)) result = true; // Validate texture mipmaps (at least 1 for basic mipmap level)
@ -4251,14 +4251,14 @@ void UnloadTexture(Texture2D texture)
}
}
// Check if a render texture is ready
bool IsRenderTextureReady(RenderTexture2D target)
// Check if a render texture is valid (loaded in GPU)
bool IsRenderTextureValid(RenderTexture2D target)
{
bool result = false;
if ((target.id > 0) && // Validate OpenGL id
IsTextureReady(target.depth) && // Validate FBO depth texture/renderbuffer
IsTextureReady(target.texture)) result = true; // Validate FBO texture
if ((target.id > 0) && // Validate OpenGL id (loaded on GPU)
IsTextureValid(target.depth) && // Validate FBO depth texture/renderbuffer attachment
IsTextureValid(target.texture)) result = true; // Validate FBO texture attachment
return result;
}

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