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https://github.com/HarbourMasters/Shipwright.git
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Remove GL_CHECK
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parent
1232e0038d
commit
8b58050a4e
1 changed files with 13 additions and 35 deletions
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@ -74,26 +74,6 @@ struct GLTexture {
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bool filter;
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};
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void CheckOpenGLError(const char* stmt, const char* fname, int line)
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{
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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{
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printf("OpenGL error %08x, at %s:%i - for %s\n", err, fname, line, stmt);
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abort();
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}
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}
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#ifdef NOOOOOOOOO
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#define GL_CHECK(stmt) do { \
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stmt; \
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CheckOpenGLError(#stmt, __FILE__, __LINE__); \
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} while (0)
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#else
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#define GL_CHECK(stmt) stmt
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#endif
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static struct GLTexture opengl_tex[0x1000000];
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static GLint opengl_curtex = 0;
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@ -469,9 +449,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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GLint success;
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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GL_CHECK(glShaderSource(vertex_shader, 1, &sources[0], &lengths[0]));
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GL_CHECK(glCompileShader(vertex_shader));
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GL_CHECK(glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success));
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glShaderSource(vertex_shader, 1, &sources[0], &lengths[0]);
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glCompileShader(vertex_shader);
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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GLint max_length = 0;
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glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &max_length);
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@ -483,12 +463,12 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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}
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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GL_CHECK(glShaderSource(fragment_shader, 1, &sources[1], &lengths[1]));
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GL_CHECK(glCompileShader(fragment_shader));
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GL_CHECK(glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success));
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glShaderSource(fragment_shader, 1, &sources[1], &lengths[1]);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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GLint max_length = 0;
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GL_CHECK(glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &max_length));
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glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &max_length);
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char error_log[1024];
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fprintf(stderr, "Fragment shader compilation failed\n");
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glGetShaderInfoLog(fragment_shader, max_length, &max_length, &error_log[0]);
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@ -497,9 +477,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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}
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GLuint shader_program = glCreateProgram();
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GL_CHECK(glAttachShader(shader_program, vertex_shader));
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GL_CHECK(glAttachShader(shader_program, fragment_shader));
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GL_CHECK(glLinkProgram(shader_program));
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram(shader_program);
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size_t cnt = 0;
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@ -568,8 +548,8 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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if (cc_features.used_textures[1]) {
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GLint sampler_location = glGetUniformLocation(shader_program, "uTex1");
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GLint uniform_location_1 = glGetUniformLocation(shader_program, "texSize1");
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GL_CHECK(glUniform1i(sampler_location, 1));
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GL_CHECK(glUniform2f(uniform_location_1, opengl_tex[ctex].size[0], opengl_tex[ctex].size[1]));
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glUniform1i(sampler_location, 1);
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glUniform2f(uniform_location_1, opengl_tex[ctex].size[0], opengl_tex[ctex].size[1]);
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}
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if (cc_features.opt_alpha && cc_features.opt_noise) {
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@ -595,7 +575,6 @@ static void gfx_opengl_shader_get_info(struct ShaderProgram *prg, uint8_t *num_i
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}
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static GLuint gfx_opengl_new_texture(void) {
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GLuint ret;
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glGenTextures(1, &ret);
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return ret;
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@ -612,7 +591,6 @@ static void gfx_opengl_select_texture(int tile, GLuint texture_id) {
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glBindTexture(GL_TEXTURE_2D, texture_id);
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}
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static void gfx_opengl_upload_texture(const uint8_t *rgba32_buf, uint32_t width, uint32_t height) {
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//printf("SHIT: texture %d: %d x %d\n", opengl_curtex, width, height);
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opengl_tex[opengl_curtex].size[0] = width;
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opengl_tex[opengl_curtex].size[1] = height;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf);
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@ -634,7 +612,7 @@ static uint32_t gfx_cm_to_opengl(uint32_t val) {
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static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
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const GLint filter = linear_filter && current_filter_mode == LINEAR ? GL_LINEAR : GL_NEAREST;
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GL_CHECK(glActiveTexture(GL_TEXTURE0 + tile));
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glActiveTexture(GL_TEXTURE0 + tile);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gfx_cm_to_opengl(cms));
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