Add fine-grained debug layer

Full GLES error checking layer via -include
trickery. Change DEBUG_OPENGL to a level system.

HIGH = every GL call is error checked
MODERATE = checkpointing at interesting spots
LOW = only asserts there are no errors at the end of a frame
 or when the FBO changes
NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST!

Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
diff --git a/libs/hwui/debug/wrap_gles.cpp b/libs/hwui/debug/wrap_gles.cpp
new file mode 100644
index 0000000..c4f2e35
--- /dev/null
+++ b/libs/hwui/debug/wrap_gles.cpp
@@ -0,0 +1,93 @@
+/*
+ * Copyright (C) 2016 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "unwrap_gles.h"
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <GLES3/gl3.h>
+#include <GLES3/gl31.h>
+#include <GLES3/gl32.h>
+
+#include <cutils/log.h>
+
+void assertNoGlErrors(const char* apicall) {
+    GLenum status = GL_NO_ERROR;
+    GLenum lastError = GL_NO_ERROR;
+    const char* lastErrorName = nullptr;
+    while ((status = glGetError()) != GL_NO_ERROR) {
+        lastError = status;
+        switch (status) {
+        case GL_INVALID_ENUM:
+            ALOGE("GL error:  GL_INVALID_ENUM");
+            lastErrorName = "GL_INVALID_ENUM";
+            break;
+        case GL_INVALID_VALUE:
+            ALOGE("GL error:  GL_INVALID_VALUE");
+            lastErrorName = "GL_INVALID_VALUE";
+            break;
+        case GL_INVALID_OPERATION:
+            ALOGE("GL error:  GL_INVALID_OPERATION");
+            lastErrorName = "GL_INVALID_OPERATION";
+            break;
+        case GL_OUT_OF_MEMORY:
+            ALOGE("GL error:  Out of memory!");
+            lastErrorName = "GL_OUT_OF_MEMORY";
+            break;
+        default:
+            ALOGE("GL error: 0x%x", status);
+            lastErrorName = "UNKNOWN";
+        }
+    }
+    LOG_ALWAYS_FATAL_IF(lastError != GL_NO_ERROR,
+            "%s error! %s (0x%x)", apicall, lastErrorName, lastError);
+}
+
+#define API_ENTRY(x) wrap_##x
+#define CALL_GL_API(x, ...) x(__VA_ARGS__); assertNoGlErrors(#x)
+#define CALL_GL_API_RETURN(x, ...) auto ret = x(__VA_ARGS__);\
+    assertNoGlErrors(#x);\
+    return ret
+
+extern "C" {
+#include <gl2_api.in>
+#include <gl2ext_api.in>
+
+// libGLESv2 handles these specially, so they are not in gl2_api.in
+
+void API_ENTRY(glGetBooleanv)(GLenum pname, GLboolean *data) {
+    CALL_GL_API(glGetBooleanv, pname, data);
+}
+void API_ENTRY(glGetFloatv)(GLenum pname, GLfloat *data) {
+    CALL_GL_API(glGetFloatv, pname, data);
+}
+void API_ENTRY(glGetIntegerv)(GLenum pname, GLint *data) {
+    CALL_GL_API(glGetIntegerv, pname, data);
+}
+const GLubyte * API_ENTRY(glGetString)(GLenum name) {
+    CALL_GL_API_RETURN(glGetString, name);
+}
+const GLubyte * API_ENTRY(glGetStringi)(GLenum name, GLuint index) {
+    CALL_GL_API_RETURN(glGetStringi, name, index);
+}
+void API_ENTRY(glGetInteger64v)(GLenum pname, GLint64 *data) {
+    CALL_GL_API(glGetInteger64v, pname, data);
+}
+}