C++11 destructors are noexcept by default, so the prior definition always called std::terminate without allowing anything to catch the exception.
51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
#pragma once
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#include <stdexcept>
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#include <limits>
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#if __APPLE__
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#elif TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#elif TARGET_OS_MAC
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#else
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#error Unsupported Apple platform
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#endif
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#elif __ANDROID__ || MBGL_USE_GLES2
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#define GL_GLEXT_PROTOTYPES
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#elif __QT__
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#define GL_GLEXT_PROTOTYPES
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#include <QtOpenGL>
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#else
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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namespace mbgl {
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namespace gl {
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struct Error : std::runtime_error {
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using std::runtime_error::runtime_error;
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};
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void checkError(const char *cmd, const char *file, int line);
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#ifndef NDEBUG
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#define MBGL_CHECK_ERROR(cmd) ([&]() { struct __MBGL_C_E { ~__MBGL_C_E() noexcept(false) { ::mbgl::gl::checkError(#cmd, __FILE__, __LINE__); } } __MBGL_C_E; return cmd; }())
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#else
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#define MBGL_CHECK_ERROR(cmd) (cmd)
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#endif
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} // namespace gl
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} // namespace mbgl
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