GLImmediate: Use CL_CHECK_ERROR
This provides a bit more debugging info on MacOS.
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@ -30,6 +30,7 @@
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#include "gpu_vertex_format_private.h"
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#include "gl_context.hh"
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#include "gl_debug.hh"
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#include "gl_primitive.hh"
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#include "gl_vertex_array.hh"
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@ -87,6 +88,8 @@ uchar *GLImmediate::begin()
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/* Does the current buffer have enough room? */
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const size_t available_bytes = buffer_size() - buffer_offset();
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GL_CHECK_ERROR("Immediate Pre-Begin");
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id());
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bool recreate_buffer = false;
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@ -129,6 +132,7 @@ uchar *GLImmediate::begin()
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}
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void *data = glMapBufferRange(GL_ARRAY_BUFFER, buffer_offset(), bytes_needed, access);
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BLI_assert(data != NULL);
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GL_CHECK_ERROR("Immediate Post-Begin");
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bytes_mapped_ = bytes_needed;
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return (uchar *)data;
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@ -150,6 +154,8 @@ void GLImmediate::end(void)
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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GL_CHECK_ERROR("Immediate Post-Unmap");
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if (vertex_len > 0) {
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GPU_context_active_get()->state_manager->apply_state();
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@ -173,6 +179,8 @@ void GLImmediate::end(void)
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* They are not required so just comment them. (T55722) */
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// glBindBuffer(GL_ARRAY_BUFFER, 0);
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// glBindVertexArray(0);
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GL_CHECK_ERROR("Immediate Post-drawing");
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}
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buffer_offset() += buffer_bytes_used;
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