gpu-gles: schtruck/fpse merge: gl error checks
[pcsx_rearmed.git] / plugins / gpu-gles / gpuPrim.c
index 37db052..5d17f2d 100644 (file)
@@ -661,7 +661,7 @@ void SetSemiTrans(void)
  if(!DrawSemiTrans)                                    // no semi trans at all?\r
   {\r
    if(bBlendEnable)\r
-    {glDisable(GL_BLEND);bBlendEnable=FALSE;}          // -> don't wanna blend\r
+    {glDisable(GL_BLEND);glError();bBlendEnable=FALSE;}// -> don't wanna blend\r
    ubGloAlpha=ubGloColAlpha=255;                       // -> full alpha\r
    return;                                             // -> and bye\r
   }\r
@@ -669,7 +669,7 @@ void SetSemiTrans(void)
  ubGloAlpha=ubGloColAlpha=TransSets[GlobalTextABR].alpha;\r
 \r
  if(!bBlendEnable)\r
-  {glEnable(GL_BLEND);bBlendEnable=TRUE;}              // wanna blend\r
+  {glEnable(GL_BLEND);glError();bBlendEnable=TRUE;}    // wanna blend\r
 \r
  if(TransSets[GlobalTextABR].srcFac!=obm1 || \r
     TransSets[GlobalTextABR].dstFac!=obm2)\r
@@ -678,7 +678,7 @@ void SetSemiTrans(void)
     {\r
      obm1=TransSets[GlobalTextABR].srcFac;\r
      obm2=TransSets[GlobalTextABR].dstFac;\r
-     glBlendFunc(obm1,obm2);                           // set blend func\r
+     glBlendFunc(obm1,obm2); glError();                // set blend func\r
     }\r
    /*else\r
    if(TransSets[GlobalTextABR].dstFac !=GL_ONE_MINUS_SRC_COLOR)\r
@@ -709,7 +709,7 @@ void SetScanTrans(void)                                // blending for scan line
 */\r
  obm1=TransSets[0].srcFac;\r
  obm2=TransSets[0].dstFac;\r
- glBlendFunc(obm1,obm2);                               // set blend func\r
+ glBlendFunc(obm1,obm2); glError();                    // set blend func\r
 }\r
 \r
 void SetScanTexTrans(void)                             // blending for scan mask texture\r
@@ -722,7 +722,7 @@ void SetScanTexTrans(void)                             // blending for scan mask
 */\r
  obm1=TransSets[2].srcFac;\r
  obm2=TransSets[2].dstFac;\r
- glBlendFunc(obm1,obm2);                               // set blend func\r
+ glBlendFunc(obm1,obm2); glError();                    // set blend func\r
 }\r
 \r
 ////////////////////////////////////////////////////////////////////////                                          \r
@@ -802,11 +802,11 @@ void SetSemiTransMulti(int Pass)
   }\r
 \r
  if(!bBlendEnable)\r
-  {glEnable(GL_BLEND);bBlendEnable=TRUE;}              // wanna blend\r
+  {glEnable(GL_BLEND);glError();bBlendEnable=TRUE;}    // wanna blend\r
 \r
  if(bm1!=obm1 || bm2!=obm2)\r
   {\r
-   glBlendFunc(bm1,bm2);                               // set blend func\r
+   glBlendFunc(bm1,bm2); glError();                    // set blend func\r
    obm1=bm1;obm2=bm2;\r
   }\r
 }\r
@@ -947,14 +947,14 @@ void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol)
    else                 currTex=SelectSubTextureS(GlobalTextTP,ulClutID);\r
 \r
    if(gTexName!=currTex)\r
-    {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex);}\r
+    {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex); glError();}\r
 \r
    if(!bTexEnabled)                                    // -> turn texturing on\r
-    {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D);}\r
+    {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D); glError();}\r
   }\r
  else                                                  // no texture ?\r
  if(bTexEnabled) \r
-  {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D);}        // -> turn texturing off\r
+  {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D); glError();} // -> turn texturing off\r
 \r
  if(bSCol)                                             // also set color ?\r
   {\r
@@ -980,6 +980,7 @@ void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol)
   {\r
    if(bDrawSmoothShaded) glShadeModel(GL_SMOOTH);      // -> set actual shading\r
    else                  glShadeModel(GL_FLAT);\r
+   glError();\r
    bOldSmoothShaded=bDrawSmoothShaded;\r
   }\r
 }\r
@@ -1452,14 +1453,14 @@ void UploadScreenEx(long Position)
  if(!PSXDisplay.DisplayMode.x) return;\r
  if(!PSXDisplay.DisplayMode.y) return;\r
 \r
- glDisable(GL_SCISSOR_TEST);\r
- glShadeModel(GL_FLAT);\r
+ glDisable(GL_SCISSOR_TEST); glError();\r
+ glShadeModel(GL_FLAT); glError();\r
  bOldSmoothShaded=FALSE;\r
- glDisable(GL_BLEND);\r
+ glDisable(GL_BLEND); glError();\r
  bBlendEnable=FALSE;\r
- glDisable(GL_TEXTURE_2D);\r
+ glDisable(GL_TEXTURE_2D); glError();\r
  bTexEnabled=FALSE;\r
- glDisable(GL_ALPHA_TEST);\r
+ glDisable(GL_ALPHA_TEST); glError();\r
 \r
  //glPixelZoom(((float)rRatioRect.right)/((float)PSXDisplay.DisplayMode.x),\r
  //            -1.0f*(((float)rRatioRect.bottom)/((float)PSXDisplay.DisplayMode.y)));\r
@@ -1523,8 +1524,8 @@ void UploadScreenEx(long Position)
 \r
 // glPixelZoom(1.0F,1.0F);\r
 \r
- glEnable(GL_ALPHA_TEST);\r
- glEnable(GL_SCISSOR_TEST);\r
+ glEnable(GL_ALPHA_TEST); glError();\r
+ glEnable(GL_SCISSOR_TEST); glError();\r
 }\r
 \r
 ////////////////////////////////////////////////////////////////////////\r
@@ -1692,13 +1693,13 @@ void cmdSTP(unsigned char * baseAddr)
    bCheckMask=TRUE;\r
    if(iDepthFunc==0) return;\r
    iDepthFunc=0;\r
-   glDepthFunc(GL_LESS);\r
+   glDepthFunc(GL_LESS); glError();\r
   }\r
  else\r
   {\r
    bCheckMask=FALSE;\r
    if(iDepthFunc==1) return;\r
-   glDepthFunc(GL_ALWAYS);\r
+   glDepthFunc(GL_ALWAYS); glError();\r
    iDepthFunc=1;\r
   }\r
 }\r
@@ -2245,9 +2246,9 @@ void primBlkFill(unsigned char * baseAddr)
      b=((GLclampf)BLUE(gpuData[0]))/255.0f;\r
      r=((GLclampf)RED(gpuData[0]))/255.0f;\r
      \r
-     glDisable(GL_SCISSOR_TEST);                       \r
-     glClearColor(r,g,b,1.0f);\r
-     glClear(uiBufferBits); \r
+     glDisable(GL_SCISSOR_TEST); glError();\r
+     glClearColor(r,g,b,1.0f); glError();\r
+     glClear(uiBufferBits); glError();\r
      gl_z=0.0f;\r
 \r
      if(gpuData[0]!=0x02000000 &&\r
@@ -2278,7 +2279,7 @@ void primBlkFill(unsigned char * baseAddr)
         }\r
       }\r
 \r
-     glEnable(GL_SCISSOR_TEST);                       \r
+     glEnable(GL_SCISSOR_TEST); glError();\r
     }\r
    else\r
     {\r
@@ -2288,9 +2289,9 @@ void primBlkFill(unsigned char * baseAddr)
      SetRenderMode((unsigned long)0x01000000, FALSE);\r
      vertex[0].c.lcol=gpuData[0]|0xff000000;\r
      SETCOL(vertex[0]); \r
-     glDisable(GL_SCISSOR_TEST);                       \r
+     glDisable(GL_SCISSOR_TEST); glError();\r
      PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);\r
-     glEnable(GL_SCISSOR_TEST);                       \r
+     glEnable(GL_SCISSOR_TEST); glError();\r
     }\r
   }\r
 \r