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https://github.com/mauiaaron/apple2.git
synced 2025-02-21 05:29:07 +00:00
Rename GL_ERRLOG() to GL_MAYBELOG()
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parent
51a5f5fcf7
commit
153f1434db
18
src/common.h
18
src/common.h
@ -238,7 +238,8 @@ static const char *log_end = "\n";
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} \
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} //
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#define GL_ERRLOG(...) \
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// GL_MAYBELOG() only logs if an OpenGL error occurred
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#define GL_MAYBELOG(...) \
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if (do_logging) { \
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GLenum _glerr = 0; \
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while ( (_glerr = safeGLGetError()) ) { \
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@ -256,24 +257,29 @@ static const char *log_end = "\n";
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QUIT_FUNCTION(1); \
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} while (0)
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// GL_ERRQUIT() only logs/quits if an OpenGL error occurred
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#define GL_ERRQUIT(...) \
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do { \
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GLenum _glerr = 0; \
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GLenum _last_glerr = 0; \
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while ( (_glerr = safeGLGetError()) ) { \
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_last_glerr = _glerr; \
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_LOG(__VA_ARGS__); \
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QUIT_FUNCTION(_glerr); \
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} \
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if (_last_glerr) { \
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QUIT_FUNCTION(_last_glerr); \
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} \
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} while (0)
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#else // NDEBUG
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#define ERRQUIT(...) \
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do { } while (0)
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#define LOG(...) \
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do { } while (0)
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#define GL_ERRLOG(...) \
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#define GL_MAYBELOG(...) \
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do { } while (0)
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#define ERRQUIT(...) \
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do { } while (0)
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#define GL_ERRQUIT(...) \
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@ -274,7 +274,7 @@ void glhud_renderDefault(GLModel *parent) {
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// Draw the object
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_HACKAROUND_GLDRAW_PRE();
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glDrawElements(parent->primType, parent->numElements, parent->elementType, 0);
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GL_ERRLOG("glhudparent render");
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GL_MAYBELOG("glhudparent render");
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}
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void glhud_destroyDefault(GLModel *parent) {
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@ -168,7 +168,7 @@ static void *_azimuth_create_model(GLModel *parent) {
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err = false;
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} while (0);
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GL_ERRLOG("build Aziumth joystick");
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GL_MAYBELOG("build Aziumth joystick");
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if (vtxSource) {
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glshader_destroySource(vtxSource);
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@ -228,7 +228,7 @@ static void _azimuth_render(void) {
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// back to main framebuffer/quad program
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glUseProgram(mainShaderProgram);
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GL_ERRLOG("Azimuth render");
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GL_MAYBELOG("Azimuth render");
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}
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// ----------------------------------------------------------------------------
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@ -444,7 +444,7 @@ static void gltouchmenu_setup(void) {
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isAvailable = true;
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GL_ERRLOG("gltouchmenu_setup");
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GL_MAYBELOG("gltouchmenu_setup");
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}
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static void gltouchmenu_render(void) {
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@ -481,7 +481,7 @@ static void gltouchmenu_render(void) {
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glUniform1i(texSamplerLoc, TEXTURE_ID_TOUCHMENU);
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glhud_renderDefault(menu.model);
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GL_ERRLOG("gltouchmenu_render");
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GL_MAYBELOG("gltouchmenu_render");
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}
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static void gltouchmenu_reshape(int w, int h, bool landscape) {
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@ -218,7 +218,7 @@ static void glvideo_init(void) {
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LOG("OOPS, no texture selector in shader : %d", alphaValue);
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}
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GL_ERRLOG("build program");
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GL_MAYBELOG("build program");
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// ----------------------------
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// setup static OpenGL state
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@ -240,7 +240,7 @@ static void glvideo_init(void) {
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video_render();
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// Check for errors to make sure all of our setup went ok
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GL_ERRLOG("finished initialization");
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GL_MAYBELOG("finished initialization");
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if (glCheckFramebufferStatus != NULL) {
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@ -393,7 +393,7 @@ static void glvideo_render(void) {
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_HACKAROUND_GLDRAW_PRE();
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glDrawElements(GL_TRIANGLES, crtModel->numElements, crtModel->elementType, 0);
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GL_ERRLOG("glvideo_render");
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GL_MAYBELOG("glvideo_render");
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}
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static void glvideo_reshape(int w, int h, bool landscape) {
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@ -388,7 +388,7 @@ static void _quadCreateVAOAndVBOs(GLModel *model) {
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FREE(model->texCoords);
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#endif
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GL_ERRLOG("quad creation of VAO/VBOs");
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GL_MAYBELOG("quad creation of VAO/VBOs");
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}
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static GLuint _quadCreateTexture(GLModel *model) {
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@ -412,7 +412,7 @@ static GLuint _quadCreateTexture(GLModel *model) {
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// register texture with OpenGL
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glTexImage2D(GL_TEXTURE_2D, /*level*/0, /*internal format*/TEX_FORMAT_INTERNAL, model->texWidth, model->texHeight, /*border*/0, TEX_FORMAT, TEX_TYPE, NULL);
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GL_ERRLOG("quad texture creation");
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GL_MAYBELOG("quad texture creation");
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return texName;
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}
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@ -546,7 +546,7 @@ GLModel *mdlCreateQuad(GLModelParams_s parms, GLCustom clazz) {
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model->custom->destroy = clazz.destroy;
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}
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GL_ERRLOG("quad creation");
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GL_MAYBELOG("quad creation");
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return model;
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} while (0);
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@ -100,7 +100,7 @@ GLuint glshader_buildProgram(demoSource *vertexSource, demoSource *fragmentSourc
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char *shaderLangVersion = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (shaderLangVersion == NULL) {
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ERRQUIT("shader toolchain unavailable");
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GL_ERRQUIT("shader toolchain unavailable");
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}
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#if TARGET_OS_IPHONE
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sscanf(shaderLangVersion, "OpenGL ES GLSL ES %f", &glLanguageVersion);
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@ -247,7 +247,7 @@ GLuint glshader_buildProgram(demoSource *vertexSource, demoSource *fragmentSourc
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return 0;
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}
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GL_ERRLOG("build program");
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GL_MAYBELOG("build program");
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return prgName;
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}
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