Remove GL_CHECK

This commit is contained in:
David Chavez 2022-05-31 00:37:18 +02:00
commit 8b58050a4e

View file

@ -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));