Removes ogl_WarnIfError from regular renderer code.
This was SVN commit r26850.
This commit is contained in:
parent
a493a9f07f
commit
3ed4eaf247
@ -19,7 +19,6 @@
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#define INCLUDED_PARTICLEEMITTERTYPE
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#include "graphics/Texture.h"
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#include "lib/ogl.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "maths/BoundingBoxAligned.h"
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@ -24,7 +24,6 @@
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#include "graphics/TerrainProperties.h"
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#include "graphics/TerrainTextureManager.h"
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#include "graphics/TextureManager.h"
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#include "lib/ogl.h"
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#include "lib/utf8.h"
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#include "ps/CLogger.h"
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#include "ps/CStrInternStatic.h"
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@ -24,7 +24,6 @@
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#include "graphics/TextureManager.h"
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#include "lib/allocators/shared_ptr.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "lib/tex/tex.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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@ -23,7 +23,6 @@
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#include "graphics/FontManager.h"
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#include "graphics/ShaderProgram.h"
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#include "graphics/TextureManager.h"
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#include "lib/ogl.h"
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#include "maths/Matrix3D.h"
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#include "ps/CStrIntern.h"
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#include "ps/CStrInternStatic.h"
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@ -21,7 +21,6 @@
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#include "lib/external_libraries/libsdl.h"
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#include "lib/file/vfs/vfs.h"
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#include "lib/tex/tex.h"
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#include "lib/ogl.h"
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#include "ps/XML/Xeromyces.h"
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class TestTextureManager : public CxxTest::TestSuite
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@ -35,7 +35,6 @@
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#include "gui/GUIMatrix.h"
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#include "lib/bits.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/ogl.h"
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#include "lib/timer.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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@ -36,7 +36,6 @@ that of Atlas depending on commandline parameters.
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#include "lib/secure_crt.h"
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#include "lib/frequency_filter.h"
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#include "lib/input.h"
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#include "lib/ogl.h"
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#include "lib/timer.h"
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#include "lib/external_libraries/libsdl.h"
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@ -361,8 +360,6 @@ static void Frame()
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g_Profiler2.IncrementFrameNumber();
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PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
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ogl_WarnIfError();
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// get elapsed time
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const double time = timer_Time();
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g_frequencyFilter->Update(time);
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@ -420,12 +417,8 @@ static void Frame()
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if (g_NetClient)
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g_NetClient->Poll();
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ogl_WarnIfError();
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g_GUI->TickObjects();
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ogl_WarnIfError();
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if (g_RLInterface)
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g_RLInterface->TryApplyMessage();
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@ -444,7 +437,6 @@ static void Frame()
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g_UserReporter.Update();
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g_Console->Update(realTimeSinceLastFrame);
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ogl_WarnIfError();
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if (g_SoundManager)
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g_SoundManager->IdleTask();
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@ -25,7 +25,6 @@
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#include "gui/CGUI.h"
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#include "gui/GUIManager.h"
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#include "lib/code_generation.h"
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#include "lib/ogl.h"
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#include "lib/timer.h"
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#include "lib/utf8.h"
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#include "maths/MathUtil.h"
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@ -22,7 +22,6 @@
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#include "graphics/Canvas2D.h"
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#include "graphics/FontMetrics.h"
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#include "graphics/TextRenderer.h"
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#include "lib/ogl.h"
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#include "lib/os_path.h"
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#include "lib/timer.h"
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#include "lib/utf8.h"
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@ -635,8 +635,6 @@ void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& i
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RunHardwareDetection();
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ogl_WarnIfError();
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// Optionally start profiler GPU timings automatically
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// (By default it's only enabled by a hotkey, for performance/compatibility)
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bool profilerGPUEnable = false;
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@ -670,8 +668,6 @@ void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& i
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);
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}
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ogl_WarnIfError();
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g_RenderingOptions.ReadConfigAndSetupHooks();
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// create renderer
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@ -679,8 +675,6 @@ void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& i
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InitInput();
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ogl_WarnIfError();
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// TODO: Is this the best place for this?
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if (VfsDirectoryExists(L"maps/"))
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CXeromyces::AddValidator(g_VFS, "map", "maps/scenario.rng");
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@ -23,7 +23,6 @@
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#include "gui/GUIManager.h"
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#include "lib/config2.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/ogl.h"
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#include "lib/tex/tex.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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@ -23,7 +23,6 @@
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#include "graphics/Color.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/ShaderProgram.h"
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#include "lib/ogl.h"
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#include "maths/BoundingBoxAligned.h"
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#include "maths/Brush.h"
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#include "maths/Matrix3D.h"
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@ -25,7 +25,6 @@
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#include "graphics/ModelDef.h"
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#include "graphics/ShaderProgram.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "lib/sysdep/rtl.h"
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#include "maths/Vector3D.h"
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#include "renderer/Renderer.h"
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@ -22,7 +22,6 @@
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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@ -27,7 +27,6 @@
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#include "lib/allocators/DynamicArena.h"
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#include "lib/allocators/STLAllocators.h"
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#include "lib/hash.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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@ -26,7 +26,6 @@
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "lib/hash.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Quaternion.h"
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#include "ps/CStrInternStatic.h"
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@ -23,7 +23,6 @@
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#include "graphics/LightEnv.h"
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#include "graphics/ShaderManager.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "ps/ConfigDB.h"
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#include "ps/CLogger.h"
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@ -24,7 +24,6 @@
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#include "graphics/LOSTexture.h"
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#include "graphics/Model.h"
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#include "graphics/TextureManager.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "maths/Matrix3D.h"
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@ -27,7 +27,6 @@
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#include "graphics/TerrainTextureManager.h"
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#include "i18n/L10n.h"
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#include "lib/allocators/shared_ptr.h"
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#include "lib/ogl.h"
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#include "lib/tex/tex.h"
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#include "gui/GUIManager.h"
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#include "ps/CConsole.h"
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@ -440,7 +439,6 @@ void CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger)
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PROFILE3("render");
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g_Profiler2.RecordGPUFrameStart();
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ogl_WarnIfError();
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g_TexMan.UploadResourcesIfNeeded(m->deviceCommandContext.get());
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@ -456,12 +454,9 @@ void CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger)
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// start new frame
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BeginFrame();
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ogl_WarnIfError();
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if (g_Game && g_Game->IsGameStarted())
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{
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g_Game->GetView()->Render();
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ogl_WarnIfError();
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}
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m->deviceCommandContext->SetFramebuffer(
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@ -471,13 +466,11 @@ void CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger)
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if (g_AtlasGameLoop && g_AtlasGameLoop->view)
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{
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g_AtlasGameLoop->view->DrawCinemaPathTool();
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ogl_WarnIfError();
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}
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if (g_Game && g_Game->IsGameStarted())
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{
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g_Game->GetView()->GetCinema()->Render();
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ogl_WarnIfError();
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}
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RenderFrame2D(renderGUI, renderLogger);
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@ -493,10 +486,7 @@ void CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger)
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PROFILE2_ATTR("blend splats: %zu", stats.m_BlendSplats);
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PROFILE2_ATTR("particles: %zu", stats.m_Particles);
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ogl_WarnIfError();
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g_Profiler2.RecordGPUFrameEnd();
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ogl_WarnIfError();
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}
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void CRenderer::RenderFrame2D(const bool renderGUI, const bool renderLogger)
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@ -511,34 +501,29 @@ void CRenderer::RenderFrame2D(const bool renderGUI, const bool renderLogger)
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// All GUI elements are drawn in Z order to render semi-transparent
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// objects correctly.
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g_GUI->Draw(canvas);
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ogl_WarnIfError();
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}
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// If we're in Atlas game view, render special overlays (e.g. editor bandbox).
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if (g_AtlasGameLoop && g_AtlasGameLoop->view)
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{
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g_AtlasGameLoop->view->DrawOverlays(canvas);
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ogl_WarnIfError();
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}
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{
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GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render console");
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g_Console->Render(canvas);
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ogl_WarnIfError();
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}
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if (renderLogger)
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{
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GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render logger");
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g_Logger->Render(canvas);
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ogl_WarnIfError();
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}
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{
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GPU_SCOPED_LABEL(m->deviceCommandContext.get(), "Render profiler");
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// Profile information
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g_ProfileViewer.RenderProfile(canvas);
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ogl_WarnIfError();
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}
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}
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@ -638,8 +623,6 @@ void CRenderer::RenderBigScreenShot(const bool needsPresent)
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return;
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}
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ogl_WarnIfError();
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CCamera oldCamera = *g_Game->GetView()->GetCamera();
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// Resize various things so that the sizes and aspect ratios are correct
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@ -587,20 +587,17 @@ void CSceneRenderer::RenderReflections(
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CShaderDefines reflectionsContext = context;
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reflectionsContext.Add(str_PASS_REFLECTIONS, str_1);
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// Render terrain and models
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RenderPatches(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS);
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ogl_WarnIfError();
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RenderModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS);
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ogl_WarnIfError();
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RenderTransparentModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS, TRANSPARENT);
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ogl_WarnIfError();
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// Particles are always oriented to face the camera in the vertex shader,
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// so they don't need the inverted cull face.
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if (g_RenderingOptions.GetParticles())
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{
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RenderParticles(deviceCommandContext, CULL_REFLECTIONS);
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ogl_WarnIfError();
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}
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deviceCommandContext->SetScissors(0, nullptr);
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@ -660,14 +657,12 @@ void CSceneRenderer::RenderRefractions(
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// Render terrain and models
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RenderPatches(deviceCommandContext, context, CULL_REFRACTIONS);
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ogl_WarnIfError();
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// Render debug-related terrain overlays to make it visible under water.
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ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext);
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ogl_WarnIfError();
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RenderModels(deviceCommandContext, context, CULL_REFRACTIONS);
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ogl_WarnIfError();
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RenderTransparentModels(deviceCommandContext, context, CULL_REFRACTIONS, TRANSPARENT_OPAQUE);
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ogl_WarnIfError();
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deviceCommandContext->SetScissors(0, nullptr);
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@ -766,8 +761,6 @@ void CSceneRenderer::RenderSubmissions(
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int cullGroup = CULL_DEFAULT;
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ogl_WarnIfError();
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// Set the camera
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g_Renderer.SetViewport(m_ViewCamera.GetViewPort());
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@ -793,8 +786,6 @@ void CSceneRenderer::RenderSubmissions(
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RenderShadowMap(deviceCommandContext, context);
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}
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ogl_WarnIfError();
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if (m->waterManager.m_RenderWater)
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{
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if (waterScissor.GetVolume() > 0 && m->waterManager.WillRenderFancyWater())
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@ -844,18 +835,14 @@ void CSceneRenderer::RenderSubmissions(
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// render submitted patches and models
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RenderPatches(deviceCommandContext, context, cullGroup);
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ogl_WarnIfError();
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// render debug-related terrain overlays
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ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext);
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ogl_WarnIfError();
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// render other debug-related overlays before water (so they can be seen when underwater)
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m->overlayRenderer.RenderOverlaysBeforeWater(deviceCommandContext);
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ogl_WarnIfError();
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RenderModels(deviceCommandContext, context, cullGroup);
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ogl_WarnIfError();
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// render water
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if (m->waterManager.m_RenderWater && g_Game && waterScissor.GetVolume() > 0)
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@ -864,45 +851,36 @@ void CSceneRenderer::RenderSubmissions(
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{
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// Render transparent stuff, but only the solid parts that can occlude block water.
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_OPAQUE);
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ogl_WarnIfError();
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m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow);
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ogl_WarnIfError();
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// Render transparent stuff again, but only the blended parts that overlap water.
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_BLEND);
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ogl_WarnIfError();
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}
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else
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{
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m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow);
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ogl_WarnIfError();
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// Render transparent stuff, so it can overlap models/terrain.
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT);
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ogl_WarnIfError();
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}
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}
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else
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{
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// render transparent stuff, so it can overlap models/terrain
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT);
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ogl_WarnIfError();
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}
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// render debug-related terrain overlays
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ITerrainOverlay::RenderOverlaysAfterWater(deviceCommandContext, cullGroup);
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ogl_WarnIfError();
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// render some other overlays after water (so they can be displayed on top of water)
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m->overlayRenderer.RenderOverlaysAfterWater(deviceCommandContext);
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ogl_WarnIfError();
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// particles are transparent so render after water
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if (g_RenderingOptions.GetParticles())
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{
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RenderParticles(deviceCommandContext, cullGroup);
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ogl_WarnIfError();
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}
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if (postprocManager.IsEnabled())
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@ -931,7 +909,6 @@ void CSceneRenderer::RenderSubmissions(
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// render overlays that should appear on top of all other objects
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m->overlayRenderer.RenderForegroundOverlays(deviceCommandContext, m_ViewCamera);
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ogl_WarnIfError();
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}
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void CSceneRenderer::EndFrame()
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@ -964,8 +941,6 @@ void CSceneRenderer::RenderTextOverlays(CCanvas2D& canvas)
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if (m_DisplayTerrainPriorities)
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m->terrainRenderer.RenderPriorities(canvas, CULL_DEFAULT);
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ogl_WarnIfError();
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}
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// SetSceneCamera: setup projection and transform of camera and adjust viewport to current view
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@ -1155,8 +1130,6 @@ void CSceneRenderer::RenderScene(
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m_CurrentCullGroup = -1;
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ogl_WarnIfError();
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RenderSubmissions(deviceCommandContext, waterScissor);
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m_CurrentScene = NULL;
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@ -24,7 +24,6 @@
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#include "graphics/ShaderManager.h"
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#include "gui/GUIMatrix.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "maths/BoundingBoxAligned.h"
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#include "maths/Brush.h"
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#include "maths/Frustum.h"
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@ -722,8 +721,6 @@ void ShadowMap::RenderDebugBounds()
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g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f));
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g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f), true);
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}
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ogl_WarnIfError();
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}
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int ShadowMap::GetCascadeCount() const
|
||||
|
@ -24,7 +24,6 @@
|
||||
#include "graphics/ShaderProgram.h"
|
||||
#include "graphics/Terrain.h"
|
||||
#include "lib/bits.h"
|
||||
#include "lib/ogl.h"
|
||||
#include "maths/MathUtil.h"
|
||||
#include "ps/CStrInternStatic.h"
|
||||
#include "ps/Game.h"
|
||||
|
@ -19,7 +19,6 @@
|
||||
|
||||
#include "VertexBuffer.h"
|
||||
|
||||
#include "lib/ogl.h"
|
||||
#include "lib/sysdep/cpu.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "ps/Errors.h"
|
||||
|
@ -19,7 +19,6 @@
|
||||
|
||||
#include "VertexBufferManager.h"
|
||||
|
||||
#include "lib/ogl.h"
|
||||
#include "ps/CLogger.h"
|
||||
|
||||
#define DUMP_VB_STATS 0 // for debugging
|
||||
|
@ -23,7 +23,6 @@
|
||||
#include "graphics/ShaderProgram.h"
|
||||
#include "lib/bits.h"
|
||||
#include "lib/timer.h"
|
||||
#include "lib/ogl.h"
|
||||
#include "maths/MathUtil.h"
|
||||
#include "maths/Vector2D.h"
|
||||
#include "ps/CLogger.h"
|
||||
|
@ -334,6 +334,7 @@ void CDeviceCommandContext::UploadBufferRegion(
|
||||
{
|
||||
// Tell the driver that it can reallocate the whole VBO
|
||||
glBufferDataARB(target, buffer->GetSize(), nullptr, buffer->IsDynamic() ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
|
||||
ogl_WarnIfError();
|
||||
|
||||
// (In theory, glMapBufferRange with GL_MAP_INVALIDATE_BUFFER_BIT could be used
|
||||
// here instead of glBufferData(..., NULL, ...) plus glMapBuffer(), but with
|
||||
@ -348,6 +349,7 @@ void CDeviceCommandContext::UploadBufferRegion(
|
||||
else
|
||||
{
|
||||
glBufferSubDataARB(target, dataOffset, dataSize, data);
|
||||
ogl_WarnIfError();
|
||||
}
|
||||
}
|
||||
|
||||
@ -401,6 +403,7 @@ void CDeviceCommandContext::BindTexture(
|
||||
glBindTexture(m_BoundTextures[unit].target, 0);
|
||||
if (m_BoundTextures[unit].handle != handle)
|
||||
glBindTexture(target, handle);
|
||||
ogl_WarnIfError();
|
||||
m_BoundTextures[unit] = {target, handle};
|
||||
}
|
||||
|
||||
@ -422,6 +425,7 @@ void CDeviceCommandContext::BindBuffer(const CBuffer::Type type, CBuffer* buffer
|
||||
const GLenum target = BufferTypeToGLTarget(type);
|
||||
const GLuint handle = buffer ? buffer->GetHandle() : 0;
|
||||
glBindBufferARB(target, handle);
|
||||
ogl_WarnIfError();
|
||||
const size_t cacheIndex = static_cast<size_t>(type);
|
||||
ENSURE(cacheIndex < m_BoundBuffers.size());
|
||||
m_BoundBuffers[cacheIndex].second = handle;
|
||||
@ -703,6 +707,8 @@ void CDeviceCommandContext::SetGraphicsPipelineStateImpl(
|
||||
}
|
||||
#endif
|
||||
|
||||
ogl_WarnIfError();
|
||||
|
||||
m_GraphicsPipelineStateDesc = pipelineStateDesc;
|
||||
}
|
||||
|
||||
@ -726,6 +732,7 @@ void CDeviceCommandContext::BlitFramebuffer(
|
||||
0, 0, sourceFramebuffer->GetWidth(), sourceFramebuffer->GetHeight(),
|
||||
(sourceFramebuffer->GetAttachmentMask() & destinationFramebuffer->GetAttachmentMask()),
|
||||
GL_NEAREST);
|
||||
ogl_WarnIfError();
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -776,6 +783,7 @@ void CDeviceCommandContext::SetFramebuffer(CFramebuffer* framebuffer)
|
||||
ENSURE(framebuffer->GetHandle() == 0 || (framebuffer->GetWidth() > 0 && framebuffer->GetHeight() > 0));
|
||||
m_Framebuffer = framebuffer;
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer->GetHandle());
|
||||
ogl_WarnIfError();
|
||||
}
|
||||
|
||||
void CDeviceCommandContext::ReadbackFramebufferSync(
|
||||
@ -806,6 +814,7 @@ void CDeviceCommandContext::SetScissors(const uint32_t scissorCount, const Rect*
|
||||
glScissor(m_Scissors[0].x, m_Scissors[0].y, m_Scissors[0].width, m_Scissors[0].height);
|
||||
}
|
||||
}
|
||||
ogl_WarnIfError();
|
||||
m_ScissorCount = scissorCount;
|
||||
}
|
||||
|
||||
@ -813,6 +822,7 @@ void CDeviceCommandContext::SetViewports(const uint32_t viewportCount, const Rec
|
||||
{
|
||||
ENSURE(viewportCount == 1);
|
||||
glViewport(viewports[0].x, viewports[0].y, viewports[0].width, viewports[0].height);
|
||||
ogl_WarnIfError();
|
||||
}
|
||||
|
||||
void CDeviceCommandContext::SetVertexAttributeFormat(
|
||||
|
@ -536,8 +536,6 @@ void ActorViewer::Render()
|
||||
}
|
||||
|
||||
g_Renderer.EndFrame();
|
||||
|
||||
ogl_WarnIfError();
|
||||
}
|
||||
|
||||
void ActorViewer::Update(float simFrameLength, float realFrameLength)
|
||||
|
@ -28,7 +28,6 @@
|
||||
#include "graphics/ObjectManager.h"
|
||||
#include "gui/GUIManager.h"
|
||||
#include "lib/external_libraries/libsdl.h"
|
||||
#include "lib/ogl.h"
|
||||
#include "lib/timer.h"
|
||||
#include "maths/MathUtil.h"
|
||||
#include "ps/CConsole.h"
|
||||
|
Loading…
Reference in New Issue
Block a user