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