Use CHECK_ERROR on every GL call

This commit is contained in:
Leith Bade
2014-12-10 21:32:11 +11:00
parent 392150dd48
commit 0808485453
36 changed files with 365 additions and 355 deletions

View File

@@ -6,18 +6,18 @@
using namespace mbgl;
void Painter::preparePrerender(RasterBucket &bucket) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
CHECK_ERROR(glDisable(GL_DEPTH_TEST));
CHECK_ERROR(glDisable(GL_STENCIL_TEST));
// Render the actual tile.
#if GL_EXT_discard_framebuffer
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards);
CHECK_ERROR(glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards));
#endif
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
CHECK_ERROR(glClearColor(0.0, 0.0, 0.0, 0.0));
CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
glViewport(0, 0, bucket.properties.size, bucket.properties.size);
CHECK_ERROR(glViewport(0, 0, bucket.properties.size, bucket.properties.size));
}
void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix, const RasterProperties& properties) {
@@ -30,7 +30,7 @@ void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix,
depthRange(strata, 1.0f);
glActiveTexture(GL_TEXTURE0);
CHECK_ERROR(glActiveTexture(GL_TEXTURE0));
rasterShader->u_image = 0;
rasterShader->u_buffer = buffer;
rasterShader->u_opacity = properties.opacity;
@@ -41,5 +41,5 @@ void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix,
rasterShader->u_spin_weights = spinWeights(properties.hue_rotate);
bucket.texture.bindTexture();
coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index()));
}