Use CHECK_ERROR on every GL call
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@@ -18,7 +18,7 @@ void Painter::renderTileDebug(const Tile& tile) {
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void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) {
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gl::group group("debug text");
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glDisable(GL_DEPTH_TEST);
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CHECK_ERROR(glDisable(GL_DEPTH_TEST));
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useProgram(plainShader->program);
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plainShader->u_matrix = matrix;
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@@ -30,7 +30,7 @@ void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) {
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#ifndef GL_ES_VERSION_2_0
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// Draw line "end caps"
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glPointSize(2);
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CHECK_ERROR(glPointSize(2));
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bucket.drawPoints(*plainShader);
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#endif
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@@ -39,7 +39,7 @@ void Painter::renderDebugText(DebugBucket& bucket, const mat4 &matrix) {
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lineWidth(2.0f * state.getPixelRatio());
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bucket.drawLines(*plainShader);
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glEnable(GL_DEPTH_TEST);
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CHECK_ERROR(glEnable(GL_DEPTH_TEST));
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}
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void Painter::renderDebugFrame(const mat4 &matrix) {
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@@ -48,7 +48,7 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
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// Disable depth test and don't count this towards the depth buffer,
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// but *don't* disable stencil test, as we want to clip the red tile border
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// to the tile viewport.
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glDisable(GL_DEPTH_TEST);
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CHECK_ERROR(glDisable(GL_DEPTH_TEST));
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useProgram(plainShader->program);
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plainShader->u_matrix = matrix;
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@@ -57,9 +57,9 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
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tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
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plainShader->u_color = {{ 1.0f, 0.0f, 0.0f, 1.0f }};
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lineWidth(4.0f * state.getPixelRatio());
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index());
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CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)tileBorderBuffer.index()));
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glEnable(GL_DEPTH_TEST);
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CHECK_ERROR(glEnable(GL_DEPTH_TEST));
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}
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void Painter::renderDebugText(const std::vector<std::string> &strings) {
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@@ -69,8 +69,8 @@ void Painter::renderDebugText(const std::vector<std::string> &strings) {
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gl::group group("debug text");
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glDisable(GL_DEPTH_TEST);
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glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
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CHECK_ERROR(glDisable(GL_DEPTH_TEST));
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CHECK_ERROR(glStencilFunc(GL_ALWAYS, 0xFF, 0xFF));
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useProgram(plainShader->program);
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plainShader->u_matrix = nativeMatrix;
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@@ -88,15 +88,15 @@ void Painter::renderDebugText(const std::vector<std::string> &strings) {
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debugFontArray.bind(*plainShader, debugFontBuffer, BUFFER_OFFSET(0));
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plainShader->u_color = {{ 1.0f, 1.0f, 1.0f, 1.0f }};
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lineWidth(4.0f * state.getPixelRatio());
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glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
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CHECK_ERROR(glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index()));
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#ifndef GL_ES_VERSION_2_0
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glPointSize(2);
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glDrawArrays(GL_POINTS, 0, (GLsizei)debugFontBuffer.index());
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CHECK_ERROR(glPointSize(2));
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CHECK_ERROR(glDrawArrays(GL_POINTS, 0, (GLsizei)debugFontBuffer.index()));
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#endif
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plainShader->u_color = {{ 0.0f, 0.0f, 0.0f, 1.0f }};
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lineWidth(2.0f * state.getPixelRatio());
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glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index());
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CHECK_ERROR(glDrawArrays(GL_LINES, 0, (GLsizei)debugFontBuffer.index()));
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}
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glEnable(GL_DEPTH_TEST);
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CHECK_ERROR(glEnable(GL_DEPTH_TEST));
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}
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