write lots of notes about why using glValidate was a bad idea, so i never make the mistake again.
I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE </bartsimpson>
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@ -227,14 +227,21 @@ namespace BizHawk.Bizware.BizwareGL.Drivers.OpenTK
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throw new InvalidOperationException("Error creating pipeline (link status false returned from glLinkProgram): " + "\r\n\r\n" + resultLog);
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//need to work on validation. apparently there are some weird caveats to glValidate which make it complicated and possibly excuses (barely) the intel drivers' dysfunctional operation
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//"A sampler points to a texture unit used by fixed function with an incompatible target"
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//
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//info:
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//http://www.opengl.org/sdk/docs/man/xhtml/glValidateProgram.xml
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//This function mimics the validation operation that OpenGL implementations must perform when rendering commands are issued while programmable shaders are part of current state.
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//glValidateProgram checks to see whether the executables contained in program can execute given the current OpenGL state
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//This function is typically useful only during application development.
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//
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//So, this is no big deal. we shouldnt be calling validate right now anyway.
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//conclusion: glValidate is very complicated and is of virtually no use unless your draw calls are returning errors and you want to know why
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//GL.ValidateProgram(pid);
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//errcode = GL.GetError();
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//resultLog = GL.GetProgramInfoLog(pid);
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//if (errcode != ErrorCode.NoError)
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// throw new InvalidOperationException("Error creating pipeline (error returned from glValidateProgram): " + errcode + "\r\n\r\n" + resultLog);
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//int validateStatus;
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//GL.GetProgram(pid, GetProgramParameterName.ValidateStatus, out validateStatus);
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//if (validateStatus == 0)
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