From 8b58050a4ec24e34020e026eba45345a1ab33e25 Mon Sep 17 00:00:00 2001 From: David Chavez Date: Tue, 31 May 2022 00:37:18 +0200 Subject: [PATCH] Remove GL_CHECK --- .../libultraship/Lib/Fast3D/gfx_opengl.cpp | 48 +++++-------------- 1 file changed, 13 insertions(+), 35 deletions(-) diff --git a/libultraship/libultraship/Lib/Fast3D/gfx_opengl.cpp b/libultraship/libultraship/Lib/Fast3D/gfx_opengl.cpp index a3eef6355..b7de306a6 100644 --- a/libultraship/libultraship/Lib/Fast3D/gfx_opengl.cpp +++ b/libultraship/libultraship/Lib/Fast3D/gfx_opengl.cpp @@ -74,26 +74,6 @@ struct GLTexture { bool filter; }; -void CheckOpenGLError(const char* stmt, const char* fname, int line) -{ - GLenum err = glGetError(); - if (err != GL_NO_ERROR) - { - printf("OpenGL error %08x, at %s:%i - for %s\n", err, fname, line, stmt); - abort(); - } -} - -#ifdef NOOOOOOOOO - #define GL_CHECK(stmt) do { \ - stmt; \ - CheckOpenGLError(#stmt, __FILE__, __LINE__); \ - } while (0) -#else - #define GL_CHECK(stmt) stmt -#endif - - static struct GLTexture opengl_tex[0x1000000]; static GLint opengl_curtex = 0; @@ -469,9 +449,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad GLint success; GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); - GL_CHECK(glShaderSource(vertex_shader, 1, &sources[0], &lengths[0])); - GL_CHECK(glCompileShader(vertex_shader)); - GL_CHECK(glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success)); + glShaderSource(vertex_shader, 1, &sources[0], &lengths[0]); + glCompileShader(vertex_shader); + glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); if (!success) { GLint max_length = 0; glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &max_length); @@ -483,12 +463,12 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad } GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); - GL_CHECK(glShaderSource(fragment_shader, 1, &sources[1], &lengths[1])); - GL_CHECK(glCompileShader(fragment_shader)); - GL_CHECK(glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success)); + glShaderSource(fragment_shader, 1, &sources[1], &lengths[1]); + glCompileShader(fragment_shader); + glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); if (!success) { GLint max_length = 0; - GL_CHECK(glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &max_length)); + glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &max_length); char error_log[1024]; fprintf(stderr, "Fragment shader compilation failed\n"); glGetShaderInfoLog(fragment_shader, max_length, &max_length, &error_log[0]); @@ -497,9 +477,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad } GLuint shader_program = glCreateProgram(); - GL_CHECK(glAttachShader(shader_program, vertex_shader)); - GL_CHECK(glAttachShader(shader_program, fragment_shader)); - GL_CHECK(glLinkProgram(shader_program)); + glAttachShader(shader_program, vertex_shader); + glAttachShader(shader_program, fragment_shader); + glLinkProgram(shader_program); size_t cnt = 0; @@ -568,8 +548,8 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad if (cc_features.used_textures[1]) { GLint sampler_location = glGetUniformLocation(shader_program, "uTex1"); GLint uniform_location_1 = glGetUniformLocation(shader_program, "texSize1"); - GL_CHECK(glUniform1i(sampler_location, 1)); - GL_CHECK(glUniform2f(uniform_location_1, opengl_tex[ctex].size[0], opengl_tex[ctex].size[1])); + glUniform1i(sampler_location, 1); + glUniform2f(uniform_location_1, opengl_tex[ctex].size[0], opengl_tex[ctex].size[1]); } if (cc_features.opt_alpha && cc_features.opt_noise) { @@ -595,7 +575,6 @@ static void gfx_opengl_shader_get_info(struct ShaderProgram *prg, uint8_t *num_i } static GLuint gfx_opengl_new_texture(void) { - GLuint ret; glGenTextures(1, &ret); return ret; @@ -612,7 +591,6 @@ static void gfx_opengl_select_texture(int tile, GLuint texture_id) { glBindTexture(GL_TEXTURE_2D, texture_id); } static void gfx_opengl_upload_texture(const uint8_t *rgba32_buf, uint32_t width, uint32_t height) { - //printf("SHIT: texture %d: %d x %d\n", opengl_curtex, width, height); opengl_tex[opengl_curtex].size[0] = width; opengl_tex[opengl_curtex].size[1] = height; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf); @@ -634,7 +612,7 @@ static uint32_t gfx_cm_to_opengl(uint32_t val) { static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) { const GLint filter = linear_filter && current_filter_mode == LINEAR ? GL_LINEAR : GL_NEAREST; - GL_CHECK(glActiveTexture(GL_TEXTURE0 + tile)); + glActiveTexture(GL_TEXTURE0 + tile); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gfx_cm_to_opengl(cms));