[core] add MBGL_CHECK_ERROR to some locations where it was missing
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@@ -10,9 +10,9 @@ namespace gl {
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DebugGroup::DebugGroup(const Context& context_, const std::string& name) : context(context_) {
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if (auto debugging = context.getDebuggingExtension()) {
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if (debugging->pushDebugGroup) {
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debugging->pushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, GLsizei(name.size()), name.c_str());
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MBGL_CHECK_ERROR(debugging->pushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, GLsizei(name.size()), name.c_str()));
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} else if (debugging->pushGroupMarkerEXT) {
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debugging->pushGroupMarkerEXT(GLsizei(name.size() + 1), name.c_str());
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MBGL_CHECK_ERROR(debugging->pushGroupMarkerEXT(GLsizei(name.size() + 1), name.c_str()));
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}
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}
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}
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@@ -20,9 +20,9 @@ DebugGroup::DebugGroup(const Context& context_, const std::string& name) : conte
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DebugGroup::~DebugGroup() {
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if (auto debugging = context.getDebuggingExtension()) {
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if (debugging->popDebugGroup) {
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debugging->popDebugGroup();
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MBGL_CHECK_ERROR(debugging->popDebugGroup());
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} else if (debugging->popGroupMarkerEXT) {
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debugging->popGroupMarkerEXT();
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MBGL_CHECK_ERROR(debugging->popGroupMarkerEXT());
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}
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}
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}
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@@ -40,7 +40,7 @@ struct Shader {
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MBGL_CHECK_ERROR(glCompileShader(fragmentShader));
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MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader));
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MBGL_CHECK_ERROR(glLinkProgram(program));
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a_pos = glGetAttribLocation(program, "a_pos");
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a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
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}
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~Shader() {
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@@ -119,7 +119,7 @@ void main() {
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}
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)MBGL_SHADER");
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GLuint u_texture = glGetUniformLocation(compositeShader.program, "u_texture");
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GLuint u_texture = MBGL_CHECK_ERROR(glGetUniformLocation(compositeShader.program, "u_texture"));
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Buffer triangleBuffer({ 0, 0.5, 0.5, -0.5, -0.5, -0.5 });
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Buffer viewportBuffer({ -1, -1, 1, -1, -1, 1, 1, 1 });
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