Revert glChecks

This commit is contained in:
Flyinghead 2018-05-15 11:54:14 +02:00
parent 833a616122
commit 2d834c7396
2 changed files with 7 additions and 18 deletions

View File

@ -896,8 +896,7 @@ bool gl_create_resources()
glGenBuffers(1, &gl.vbo.modvols); glGenBuffers(1, &gl.vbo.modvols);
glGenBuffers(1, &gl.vbo.idxs); glGenBuffers(1, &gl.vbo.idxs);
glGenBuffers(1, &gl.vbo.idxs2); glGenBuffers(1, &gl.vbo.idxs2);
glCheck();
memset(gl.pogram_table,0,sizeof(gl.pogram_table)); memset(gl.pogram_table,0,sizeof(gl.pogram_table));
PipelineShader* dshader=0; PipelineShader* dshader=0;
@ -1008,14 +1007,6 @@ bool gles_init()
#endif #endif
#endif #endif
//clean up all buffers ...
// for (int i=0;i<10;i++)
// {
// glClearColor(0.f, 0.f, 0.f, 0.f); glCheck();
// glClear(GL_COLOR_BUFFER_BIT); glCheck();
// gl_swap(); glCheck();
// }
return true; return true;
} }
@ -1693,7 +1684,7 @@ bool RenderFrame()
tryfit(xvals,yvals); tryfit(xvals,yvals);
} }
glUseProgram(gl.modvol_shader.program); glCheck(); glUseProgram(gl.modvol_shader.program);
glUniform4fv( gl.modvol_shader.scale, 1, ShaderUniforms.scale_coefs); glUniform4fv( gl.modvol_shader.scale, 1, ShaderUniforms.scale_coefs);
glUniform4fv( gl.modvol_shader.depth_scale, 1, ShaderUniforms.depth_coefs); glUniform4fv( gl.modvol_shader.depth_scale, 1, ShaderUniforms.depth_coefs);
@ -1701,7 +1692,7 @@ bool RenderFrame()
GLfloat td[4]={0.5,0,0,0}; GLfloat td[4]={0.5,0,0,0};
glUseProgram(gl.OSD_SHADER.program); glCheck(); glUseProgram(gl.OSD_SHADER.program);
glUniform4fv( gl.OSD_SHADER.scale, 1, ShaderUniforms.scale_coefs); glUniform4fv( gl.OSD_SHADER.scale, 1, ShaderUniforms.scale_coefs);
glUniform4fv( gl.OSD_SHADER.depth_scale, 1, td); glUniform4fv( gl.OSD_SHADER.depth_scale, 1, td);
@ -1761,10 +1752,9 @@ bool RenderFrame()
{ {
#if HOST_OS != OS_DARWIN #if HOST_OS != OS_DARWIN
//Fix this in a proper way //Fix this in a proper way
glBindFramebuffer(GL_FRAMEBUFFER,0); glCheck(); glBindFramebuffer(GL_FRAMEBUFFER,0);
#endif #endif
glViewport(0, 0, screen_width, screen_height); glCheck(); glViewport(0, 0, screen_width, screen_height);
} }
bool wide_screen_on = !is_rtt && settings.rend.WideScreen bool wide_screen_on = !is_rtt && settings.rend.WideScreen
@ -1778,9 +1768,8 @@ bool RenderFrame()
glClearColor(pvrrc.verts.head()->col[2]/255.0f,pvrrc.verts.head()->col[1]/255.0f,pvrrc.verts.head()->col[0]/255.0f,1.0f); glClearColor(pvrrc.verts.head()->col[2]/255.0f,pvrrc.verts.head()->col[1]/255.0f,pvrrc.verts.head()->col[0]/255.0f,1.0f);
else else
glClearColor(0,0,0,1.0f); glClearColor(0,0,0,1.0f);
glCheck();
glDisable(GL_SCISSOR_TEST); glCheck(); glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT); glCheck(); glClear(GL_COLOR_BUFFER_BIT); glCheck();
//move vertex to gpu //move vertex to gpu

View File

@ -32,7 +32,7 @@
#endif #endif
#define glCheck() do { /*if (unlikely(settings.validate.OpenGlChecks))*/ { GLenum err = glGetError(); if (err != GL_NO_ERROR) {printf("OpenGL error %d\n", err); die("OpenGL error"); }} } while(0) #define glCheck() do { if (unlikely(settings.validate.OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0)
#define eglCheck() false #define eglCheck() false
#define VERTEX_POS_ARRAY 0 #define VERTEX_POS_ARRAY 0