gpu-gles: schtruck/fpse merge: gl error checks
[pcsx_rearmed.git] / plugins / gpu-gles / gpuDraw.c
index 3842503..69d2d7b 100644 (file)
@@ -175,8 +175,7 @@ void SetExtGLFuncs(void)
    if(bAdvancedBlend) bUseMultiPass=TRUE;              // -> pseudo-advanced with 2 passes\r
    else               bUseMultiPass=FALSE;             // -> or simple 'bright color' mode\r
 //   bGLBlend=FALSE;                                     // -> no ext blending!\r
-\r
-   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);    \r
+   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glError();\r
   }\r
 \r
  if(bOpaquePass)                                        // opaque mode?\r
@@ -193,13 +192,15 @@ void SetExtGLFuncs(void)
     }\r
 \r
    TCF[1]=XP8RGBA_1;\r
-   glAlphaFuncx(GL_GREATER,0.49f);\r
+   glAlphaFuncx(GL_GREATER,0.49f); glError();\r
+\r
   }\r
  else                                                  // no opaque mode?\r
   {\r
    TCF[0]=TCF[1]=P8RGBA;\r
    PalTexturedColourFn=P8RGBA;                         // -> init col func\r
-   glAlphaFuncx(GL_NOTEQUAL,0);                         // --> set alpha func\r
+   glAlphaFuncx(GL_NOTEQUAL,0); glError();             // --> set alpha func\r
+\r
   }\r
 \r
  //----------------------------------------------------//\r
@@ -207,7 +208,8 @@ void SetExtGLFuncs(void)
  LoadSubTexFn=LoadSubTexturePageSort;                  // init load tex ptr\r
 \r
  bBlendEnable=FALSE;                                   // init blending: off\r
- glDisable(GL_BLEND);\r
+ glDisable(GL_BLEND); glError();\r
+\r
 \r
  SetScanTrans();                                       // init scan lines (if wanted)\r
 }\r
@@ -430,10 +432,10 @@ int GLinitialize()
  glViewport(rRatioRect.left,                           // init viewport by ratio rect\r
             iResY-(rRatioRect.top+rRatioRect.bottom),\r
             rRatioRect.right, \r
-            rRatioRect.bottom);         \r
+            rRatioRect.bottom); glError();\r
                                                       \r
- glScissor(0, 0, iResX, iResY);                        // init clipping (fullscreen)\r
- glEnable(GL_SCISSOR_TEST);                       \r
+ glScissor(0, 0, iResX, iResY); glError();             // init clipping (fullscreen)\r
+ glEnable(GL_SCISSOR_TEST); glError();\r
 \r
 #ifndef OWNSCALE\r
  glMatrixMode(GL_TEXTURE);                             // init psx tex sow and tow if not "ownscale"\r
@@ -441,35 +443,35 @@ int GLinitialize()
  glScalef(1.0f/255.99f,1.0f/255.99f,1.0f);             // geforce precision hack\r
 #endif \r
 \r
- glMatrixMode(GL_PROJECTION);                          // init projection with psx resolution\r
- glLoadIdentity();\r
+ glMatrixMode(GL_PROJECTION); glError();               // init projection with psx resolution\r
+ glLoadIdentity(); glError();\r
  glOrtho(0,PSXDisplay.DisplayMode.x,\r
-         PSXDisplay.DisplayMode.y, 0, -1, 1);\r
+         PSXDisplay.DisplayMode.y, 0, -1, 1); glError();\r
 \r
  if(iZBufferDepth)                                     // zbuffer?\r
   {\r
    uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;\r
-   glEnable(GL_DEPTH_TEST);    \r
-   glDepthFunc(GL_ALWAYS);\r
+   glEnable(GL_DEPTH_TEST); glError();\r
+   glDepthFunc(GL_ALWAYS); glError();\r
    iDepthFunc=1;\r
   }\r
  else                                                  // no zbuffer?\r
   {\r
    uiBufferBits=GL_COLOR_BUFFER_BIT;\r
-   glDisable(GL_DEPTH_TEST);\r
+   glDisable(GL_DEPTH_TEST); glError();\r
   }\r
 \r
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);                 // first buffer clear\r
- glClear(uiBufferBits);\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glError();      // first buffer clear\r
+ glClear(uiBufferBits); glError();\r
 \r
  GetExtInfos();                                        // get ext infos\r
  SetExtGLFuncs();                                      // init all kind of stuff (tex function pointers)\r
  \r
- glEnable(GL_ALPHA_TEST);                              // wanna alpha test\r
+ glEnable(GL_ALPHA_TEST); glError();                   // wanna alpha test\r
 \r
   {\r
-   glDisable(GL_LINE_SMOOTH);\r
-   glDisable(GL_POINT_SMOOTH);\r
+   glDisable(GL_LINE_SMOOTH); glError();\r
+   glDisable(GL_POINT_SMOOTH); glError();\r
   }\r
 \r
  ubGloAlpha=127;                                       // init some drawing vars\r
@@ -482,15 +484,15 @@ int GLinitialize()
       \r
  if(bDrawDither)  glEnable(GL_DITHER);                 // dither mode\r
  else             glDisable(GL_DITHER); \r
-\r
- glDisable(GL_FOG);                                    // turn all (currently) unused modes off\r
- glDisable(GL_LIGHTING);  \r
- glDisable(GL_STENCIL_TEST);  \r
- glDisable(GL_TEXTURE_2D);\r
+ glError(); \r
+ glDisable(GL_FOG); glError();                          // turn all (currently) unused modes off\r
+ glDisable(GL_LIGHTING); glError();  \r
+ glDisable(GL_STENCIL_TEST); glError();  \r
+ glDisable(GL_TEXTURE_2D); glError();\r
  glDisable(GL_CULL_FACE);\r
 \r
- glFlush();                                            // we are done...\r
- glFinish();                           \r
+ glFlush(); glError();                                 // we are done...\r
+ glFinish(); glError();                           \r
 \r
  CreateScanLines();                                    // setup scanline stuff (if wanted)\r
 \r
@@ -1055,8 +1057,8 @@ void assignTextureSprite(void)
     {\r
      if(gLastTex!=gTexName || gLastFMode!=0)\r
       {\r
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glError();\r
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glError();\r
        gLastTex=gTexName;gLastFMode=0;\r
       }\r
     }\r
@@ -1115,8 +1117,8 @@ void assignTexture3(void)
     {\r
      if(gLastTex!=gTexName || gLastFMode!=1)\r
       {\r
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glError();\r
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glError();\r
        gLastTex=gTexName;gLastFMode=1;\r
       }\r
     }\r
@@ -1185,8 +1187,8 @@ void assignTexture4(void)
     {\r
      if(gLastTex!=gTexName || gLastFMode!=1)\r
       {\r
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glError();\r
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glError();\r
        gLastTex=gTexName;gLastFMode=1;\r
       }\r
     }\r
@@ -1257,7 +1259,8 @@ void SetOGLDisplaySettings(BOOL DisplaySet)
    if(bSetClip || !EqualRect(&rC,&rX))\r
     {\r
      rC=rX;\r
-     glScissor(rC.left,rC.top,rC.right,rC.bottom);\r
+     glScissor(rC.left,rC.top,rC.right,rC.bottom); glError();\r
+     //LOGE("glscissor:%d %d %d %d",rC.left,rC.top,rC.right,rC.bottom);\r
      bSetClip=FALSE; \r
     }\r
    return;\r
@@ -1348,7 +1351,8 @@ void SetOGLDisplaySettings(BOOL DisplaySet)
 \r
  if(bSetClip || !EqualRect(&r,&rC))\r
   {\r
-   glScissor(r.left,r.top,r.right,r.bottom);\r
+   glScissor(r.left,r.top,r.right,r.bottom); glError();\r
+\r
    rC=r;\r
    bSetClip=FALSE;\r
   }\r