diff options
Diffstat (limited to 'render/gles3/renderer.c')
-rw-r--r-- | render/gles3/renderer.c | 66 |
1 files changed, 32 insertions, 34 deletions
diff --git a/render/gles3/renderer.c b/render/gles3/renderer.c index 8f602fcf..74754d1b 100644 --- a/render/gles3/renderer.c +++ b/render/gles3/renderer.c @@ -17,17 +17,17 @@ static struct { static GLuint vao, vbo, ebo; static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) { - *shader = glCreateShader(type); + *shader = GL_CALL(glCreateShader(type)); int len = strlen(src); - glShaderSource(*shader, 1, &src, &len); - glCompileShader(*shader); + GL_CALL(glShaderSource(*shader, 1, &src, &len)); + GL_CALL(glCompileShader(*shader)); GLint success; - glGetShaderiv(*shader, GL_COMPILE_STATUS, &success); + GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success)); if (success == GL_FALSE) { GLint loglen; - glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen); + GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen)); GLchar msg[loglen]; - glGetShaderInfoLog(*shader, loglen, &loglen, msg); + GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg)); return false; } return true; @@ -43,12 +43,10 @@ static bool compile_program(const GLchar *vert_src, glDeleteProgram(vertex); return false; } - *program = glCreateProgram(); - glAttachShader(*program, vertex); - glAttachShader(*program, fragment); - glLinkProgram(*program); - glDeleteProgram(vertex); - glDeleteProgram(fragment); + *program = GL_CALL(glCreateProgram()); + GL_CALL(glAttachShader(*program, vertex)); + GL_CALL(glAttachShader(*program, fragment)); + GL_CALL(glLinkProgram(*program)); return true; } @@ -79,21 +77,21 @@ static void init_default_quad() { 1, 2, 3, }; - glGenVertexArrays(1, &vao); - glGenBuffers(1, &vbo); + GL_CALL(glGenVertexArrays(1, &vao)); + GL_CALL(glGenBuffers(1, &vbo)); - glBindVertexArray(vao); - glBindBuffer(GL_ARRAY_BUFFER, vbo); + GL_CALL(glBindVertexArray(vao)); + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo)); - glEnableVertexAttribArray(0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat))); - glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW); + GL_CALL(glEnableVertexAttribArray(0)); + GL_CALL(glEnableVertexAttribArray(1)); + GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0)); + GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)))); + GL_CALL(glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW)); - glGenBuffers(1, &ebo); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW); + GL_CALL(glGenBuffers(1, &ebo)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW)); } static void init_globals() { @@ -104,11 +102,11 @@ static void init_globals() { static void wlr_gles3_begin(struct wlr_renderer_state *state, struct wlr_output *output) { // TODO: let users customize the clear color? - glClearColor(0.25f, 0.25f, 0.25f, 1); - glClear(GL_COLOR_BUFFER_BIT); + GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1)); + GL_CALL(glClear(GL_COLOR_BUFFER_BIT)); int32_t width = output->width; int32_t height = output->height; - glViewport(0, 0, width, height); + GL_CALL(glViewport(0, 0, width, height)); // Note: maybe we should save output projection and remove some of the need // for users to sling matricies themselves } @@ -126,20 +124,20 @@ static bool wlr_gles3_render_surface(struct wlr_renderer_state *state, assert(surface && surface->valid); switch (surface->format) { case GL_RGB: - glUseProgram(shaders.rgb); + GL_CALL(glUseProgram(shaders.rgb)); break; case GL_RGBA: - glUseProgram(shaders.rgba); + GL_CALL(glUseProgram(shaders.rgba)); break; default: return false; } - glBindVertexArray(vao); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); + GL_CALL(glBindVertexArray(vao)); + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)); wlr_surface_bind(surface); - glUniformMatrix4fv(0, 1, GL_TRUE, *matrix); - glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix)); + GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)); return true; } |