From: havoc Date: Tue, 22 May 2018 01:40:17 +0000 (+0000) Subject: Add more CHECKGLERROR calls, and clean up a few obsolete code scraps. X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=1da6c44635f21581e349b289a47c5f7fc715b398;p=xonotic%2Fdarkplaces.git Add more CHECKGLERROR calls, and clean up a few obsolete code scraps. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12431 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_backend.c b/gl_backend.c index 84d0ab0d..a9751336 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -321,7 +321,8 @@ static void gl_backend_start(void) case RENDERPATH_GL20: case RENDERPATH_GLES2: // fetch current fbo here (default fbo is not 0 on some GLES devices) - qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject); + CHECKGLERROR + qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR break; } } @@ -448,7 +449,8 @@ void GL_Finish(void) { case RENDERPATH_GL20: case RENDERPATH_GLES2: - qglFinish(); + CHECKGLERROR + qglFinish();CHECKGLERROR break; } } @@ -610,19 +612,6 @@ static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique clipPlane[3] = -DotProduct(v4, clipPlane); -#if 0 -{ - // testing code for comparing results - float clipPlane2[4]; - VectorCopy4(clipPlane, clipPlane2); - R_EntityMatrix(&identitymatrix); - VectorSet(q, normal[0], normal[1], normal[2], -dist); - qglClipPlane(GL_CLIP_PLANE0, q); - qglGetClipPlane(GL_CLIP_PLANE0, q); - VectorCopy4(q, clipPlane); -} -#endif - // Calculate the clip-space corner point opposite the clipping plane // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it @@ -1023,6 +1012,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte { case RENDERPATH_GL20: case RENDERPATH_GLES2: + CHECKGLERROR qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment @@ -1083,7 +1073,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte { Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status); gl_state.framebufferobject = 0; // GL unbinds it for us - qglDeleteFramebuffers(1, (GLuint*)&temp); + qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR temp = 0; } return temp; @@ -1102,7 +1092,7 @@ void R_Mesh_DestroyFramebufferObject(int fbo) // GL clears the binding if we delete something bound if (gl_state.framebufferobject == fbo) gl_state.framebufferobject = 0; - qglDeleteFramebuffers(1, (GLuint*)&fbo); + qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR } break; } @@ -1129,7 +1119,7 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo if (gl_state.framebufferobject != fbo) { gl_state.framebufferobject = fbo; - qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject); + qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR } break; } @@ -1208,8 +1198,7 @@ void GL_ActiveTexture(unsigned int num) case RENDERPATH_GL20: case RENDERPATH_GLES2: CHECKGLERROR - qglActiveTexture(GL_TEXTURE0 + gl_state.unit); - CHECKGLERROR + qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR break; } } @@ -1318,10 +1307,11 @@ void GL_DepthRange(float nearfrac, float farfrac) { case RENDERPATH_GL20: case RENDERPATH_GLES2: + CHECKGLERROR #ifdef USE_GLES2 - qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]); + qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR #else - qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); + qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR #endif break; } @@ -1361,7 +1351,8 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) { case RENDERPATH_GL20: case RENDERPATH_GLES2: - qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR break; } } @@ -1382,6 +1373,7 @@ void GL_SetMirrorState(qboolean state) { case RENDERPATH_GL20: case RENDERPATH_GLES2: + CHECKGLERROR qglCullFace(gl_state.cullface);CHECKGLERROR break; } @@ -1488,7 +1480,7 @@ void GL_Color(float cr, float cg, float cb, float ca) { case RENDERPATH_GL20: case RENDERPATH_GLES2: - qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca); + qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR break; } } @@ -1501,8 +1493,7 @@ void GL_Scissor (int x, int y, int width, int height) case RENDERPATH_GL20: case RENDERPATH_GLES2: CHECKGLERROR - qglScissor(x, y,width,height); - CHECKGLERROR + qglScissor(x, y,width,height);CHECKGLERROR break; } } @@ -1667,6 +1658,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver if(vid.support.gl20shaders130) qglBindFragDataLocation(programobject, 0, "dp_FragColor"); #endif + CHECKGLERROR if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list)) goto cleanup; @@ -1853,6 +1845,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si case RENDERPATH_GLES2: if (!buffer->bufferobject) qglGenBuffers(1, (GLuint *)&buffer->bufferobject); + CHECKGLERROR if (buffer->isuniformbuffer) GL_BindUBO(buffer->bufferobject); else if (buffer->isindexbuffer) @@ -1867,10 +1860,12 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si if (buffer->isuniformbuffer) buffertype = GL_UNIFORM_BUFFER; #endif + CHECKGLERROR if (subdata) qglBufferSubData(buffertype, offset, size, data); else qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW); + CHECKGLERROR } if (buffer->isuniformbuffer) GL_BindUBO(0); @@ -1893,7 +1888,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) gl_state.vertexbufferobject = 0; if (gl_state.elementbufferobject == buffer->bufferobject) gl_state.elementbufferobject = 0; - qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject); + CHECKGLERROR + qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR break; } Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); @@ -2250,13 +2246,14 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, void GL_BlendEquationSubtract(qboolean negated) { + CHECKGLERROR if(negated) { switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT); + qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR break; } } @@ -2266,7 +2263,7 @@ void GL_BlendEquationSubtract(qboolean negated) { case RENDERPATH_GL20: case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_ADD); + qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR break; } } diff --git a/gl_rmain.c b/gl_rmain.c index ba6c4432..5afef1c4 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -5246,6 +5246,7 @@ static void R_Bloom_MakeTexture(void) R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; } + CHECKGLERROR range = r_bloom_blur.integer * r_fb.bloomwidth / 320; brighten = r_bloom_brighten.value; @@ -5261,8 +5262,11 @@ static void R_Bloom_MakeTexture(void) // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges + CHECKGLERROR GL_BlendFunc(GL_ONE, GL_ZERO); + CHECKGLERROR R_SetupShader_Generic(prev->colortexture[0], false, true, false); + CHECKGLERROR for (x = -range;x <= range;x++) { if (!dir){xoffset = 0;yoffset = x;} @@ -5288,11 +5292,16 @@ static void R_Bloom_MakeTexture(void) r *= (1 - x*x/(float)((range+1)*(range+1))); if (r <= 0) continue; + CHECKGLERROR GL_Color(r, r, r, 1); + CHECKGLERROR R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f); + CHECKGLERROR R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; + CHECKGLERROR GL_BlendFunc(GL_ONE, GL_ONE); + CHECKGLERROR } } diff --git a/vid_shared.c b/vid_shared.c index 04702096..a6912c04 100644 --- a/vid_shared.c +++ b/vid_shared.c @@ -783,7 +783,6 @@ void VID_ClearExtensions(void) // this is a complete list of all functions that are directly checked in the renderer qglDrawBuffer = NULL; qglFlush = NULL; - qglActiveTexture = NULL; qglGetCompressedTexImageARB = NULL; qglFramebufferTexture2D = NULL; qglDrawBuffersARB = NULL;