Usage of checkGLcall in wined3d
Hi, while going through some wined3d code I've seen that a 'normal' sequence is: some call; checkGLcall(some call); there are however several cases where the call isn't followed by a checkGLcall: surface.c:1713:glEnable(GL_TEXTURE_2D); surface.c:2165:glEnable(GL_SCISSOR_TEST); or that parameters/text are wrong for checkGLcall: surface.c-2220-glBindTexture(GL_TEXTURE_2D, 0); surface.c:2221:checkGLcall(glEnable glBindTexture); surface.c-2406-glGetIntegerv(GL_DRAW_BUFFER, prev_draw); surface.c:2407:vcheckGLcall(glIntegerv); Should this one be defined as a janitorial task? Cheers, Paul.
Re: Usage of checkGLcall in wined3d
Am Montag 19 Juni 2006 21:25 schrieb Paul Vriens: Hi, while going through some wined3d code I've seen that a 'normal' sequence is: some call; checkGLcall(some call); there are however several cases where the call isn't followed by a checkGLcall: snip Should this one be defined as a janitorial task? Yes, the the examples you listed are wrong, most likely due to bad copy + paste. It should be corrected. There are some cases when a gl call is not followed by a checkGLcall, for example in the code I just sent with my vbo patch. This is the case when wined3d can handle the error somehow and fall back to an alternate code path. Stefan pgp9cxFE86bdH.pgp Description: PGP signature
Re: Usage of checkGLcall in wined3d
On 19/06/06, Stefan Dösinger [EMAIL PROTECTED] wrote: Yes, the the examples you listed are wrong, most likely due to bad copy + paste. It should be corrected. There are some cases when a gl call is not followed by a checkGLcall, for example in the code I just sent with my vbo patch. This is the case when wined3d can handle the error somehow and fall back to an alternate code path. Also, keep in mind that checkGLcall actually checks all GL calls since the previous checkGLcall. There are probably enough places where just putting the checkGLcall at the end of a block of code is sufficient.