minor cleanups in IGL_OpenGL

This commit is contained in:
CasualPokePlayer 2023-07-28 15:38:43 -07:00
parent 7a2f1532bf
commit 1ad3ed2216
1 changed files with 5 additions and 9 deletions

View File

@ -91,8 +91,6 @@ namespace BizHawk.Bizware.Graphics
return ret;
}
public uint GenTexture() => GL.GenTexture();
public void FreeTexture(Texture2d tex)
{
GL.DeleteTexture((uint)tex.Opaque);
@ -188,12 +186,10 @@ namespace BizHawk.Bizware.Graphics
var pid = GL.CreateProgram();
GL.AttachShader(pid, vsw.sid);
_ = GL.GetError();
GL.AttachShader(pid, fsw.sid);
_ = GL.GetError();
GL.LinkProgram(pid);
_ = GL.GetError();
var errcode = (ErrorCode)GL.GetError();
var resultLog = GL.GetProgramInfoLog(pid);
@ -234,6 +230,7 @@ namespace BizHawk.Bizware.Graphics
//
// So, this is no big deal. we shouldn't be calling validate right now anyway.
// conclusion: glValidate is very complicated and is of virtually no use unless your draw calls are returning errors and you want to know why
// _ = GL.GetError();
// GL.ValidateProgram(pid);
// errcode = (ErrorCode)GL.GetError();
// resultLog = GL.GetProgramInfoLog(pid);
@ -265,7 +262,6 @@ namespace BizHawk.Bizware.Graphics
for (uint i = 0; i < nUniforms; i++)
{
GL.GetActiveUniform(pid, i, 1024, out _, out _, out UniformType type, out string name);
_ = GL.GetError();
var loc = GL.GetUniformLocation(pid, name);
var ui = new UniformInfo { Name = name, Opaque = loc };
@ -448,7 +444,7 @@ namespace BizHawk.Bizware.Graphics
public Texture2d CreateTexture(int width, int height)
{
var id = GenTexture();
var id = GL.GenTexture();
return new(this, id, width, height);
}
@ -481,7 +477,7 @@ namespace BizHawk.Bizware.Graphics
public unsafe RenderTarget CreateRenderTarget(int w, int h)
{
// create a texture for it
var texId = GenTexture();
var texId = GL.GenTexture();
var tex = new Texture2d(this, texId, w, h);
GL.BindTexture(TextureTarget.Texture2D, texId);
@ -528,7 +524,7 @@ namespace BizHawk.Bizware.Graphics
public unsafe Texture2d LoadTexture(BitmapBuffer bmp)
{
Texture2d ret;
var id = GenTexture();
var id = GL.GenTexture();
try
{
ret = new(this, id, bmp.Width, bmp.Height);
@ -556,7 +552,6 @@ namespace BizHawk.Bizware.Graphics
var bb = new BitmapBuffer(tex.IntWidth, tex.IntHeight);
var bmpdata = bb.LockBits();
GL.GetTexImage(TextureTarget.Texture2D, 0, PixelFormat.Bgra, PixelType.UnsignedByte, bmpdata.Scan0.ToPointer());
_ = GL.GetError();
bb.UnlockBits(bmpdata);
return bb;
}
@ -623,6 +618,7 @@ namespace BizHawk.Bizware.Graphics
var sw = new ShaderWrapper();
var info = string.Empty;
_ = GL.GetError();
var sid = GL.CreateShader(type);
var ok = CompileShaderSimple(sid, source, required);
if (!ok)