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Improved OpenGL error macro
It now supports functions that return values.
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@ -43,7 +43,7 @@ namespace priv
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#ifdef SFML_DEBUG
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// In debug mode, perform a test on every OpenGL call
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#define glCheck(call) ((call), sf::priv::glCheckError(__FILE__, __LINE__))
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#define glCheck(x) x; sf::priv::glCheckError(__FILE__, __LINE__);
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#else
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@ -379,19 +379,29 @@ void RenderTarget::applyBlendMode(BlendMode mode)
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// Alpha blending
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default :
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case BlendAlpha :
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case BlendAlpha :
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if (GL_blend_func_separate)
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{
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glCheck(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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}
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else
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{
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glCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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}
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break;
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// Additive blending
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case BlendAdd :
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case BlendAdd :
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if (GL_blend_func_separate)
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{
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glCheck(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE));
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}
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else
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{
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glCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE));
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}
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break;
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// Multiplicative blending
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@ -116,8 +116,9 @@ bool RenderTextureImplFBO::create(unsigned int width, unsigned int height, unsig
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// Link the texture to the frame buffer
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glCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0));
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// A final check, just to be sure...
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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// A final check, just to be sure...
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GLenum status = glCheck(glCheckFramebufferStatus(GL_FRAMEBUFFER));
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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glCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
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err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
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@ -138,7 +139,7 @@ bool RenderTextureImplFBO::activate(bool active)
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////////////////////////////////////////////////////////////
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void RenderTextureImplFBO::updateTexture(unsigned int)
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{
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glFlush();
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glCheck(glFlush());
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}
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} // namespace priv
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@ -228,13 +228,15 @@ void Shader::setParameter(const std::string& name, float x)
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ensureGlContext();
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// Enable program
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GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
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GLhandleARB program = glCheck(glGetHandleARB(GL_PROGRAM_OBJECT_ARB));
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(glUniform1fARB(location, x));
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}
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -250,13 +252,15 @@ void Shader::setParameter(const std::string& name, float x, float y)
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ensureGlContext();
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// Enable program
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GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
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GLhandleARB program = glCheck(glGetHandleARB(GL_PROGRAM_OBJECT_ARB));
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(glUniform2fARB(location, x, y));
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}
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -272,13 +276,15 @@ void Shader::setParameter(const std::string& name, float x, float y, float z)
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ensureGlContext();
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// Enable program
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GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
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GLhandleARB program = glCheck(glGetHandleARB(GL_PROGRAM_OBJECT_ARB));
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(glUniform3fARB(location, x, y, z));
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}
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -294,13 +300,15 @@ void Shader::setParameter(const std::string& name, float x, float y, float z, fl
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ensureGlContext();
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// Enable program
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GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
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GLhandleARB program = glCheck(glGetHandleARB(GL_PROGRAM_OBJECT_ARB));
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(glUniform4fARB(location, x, y, z, w));
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}
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -337,13 +345,15 @@ void Shader::setParameter(const std::string& name, const sf::Transform& transfor
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ensureGlContext();
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// Enable program
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GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
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GLhandleARB program = glCheck(glGetHandleARB(GL_PROGRAM_OBJECT_ARB));
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(glUniformMatrix4fvARB(location, 1, GL_FALSE, transform.getMatrix()));
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}
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -462,13 +472,13 @@ bool Shader::compile(const char* vertexShaderCode, const char* fragmentShaderCod
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m_params.clear();
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// Create the program
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m_shaderProgram = glCreateProgramObjectARB();
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m_shaderProgram = glCheck(glCreateProgramObjectARB());
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// Create the vertex shader if needed
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if (vertexShaderCode)
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{
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// Create and compile the shader
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GLhandleARB vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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GLhandleARB vertexShader = glCheck(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
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glCheck(glShaderSourceARB(vertexShader, 1, &vertexShaderCode, NULL));
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glCheck(glCompileShaderARB(vertexShader));
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@ -496,7 +506,7 @@ bool Shader::compile(const char* vertexShaderCode, const char* fragmentShaderCod
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if (fragmentShaderCode)
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{
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// Create and compile the shader
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GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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GLhandleARB fragmentShader = glCheck(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
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glCheck(glShaderSourceARB(fragmentShader, 1, &fragmentShaderCode, NULL));
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glCheck(glCompileShaderARB(fragmentShader));
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@ -576,7 +586,7 @@ int Shader::getParamLocation(const std::string& name)
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else
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{
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// Not in cache, request the location from OpenGL
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int location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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int location = glCheck(glGetUniformLocationARB(m_shaderProgram, name.c_str()));
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if (location != -1)
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{
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// Location found: add it to the cache
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