cogl-boxed-value: Wrap the GL calls in the GE() macro

This wraps all of the calls to glUniform* in the GE() macro so that it
will detect GL errors in the right place.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
Neil Roberts 2011-11-03 16:42:06 +00:00
parent 256f5791fd
commit 7068849ae6

View File

@ -229,10 +229,18 @@ _cogl_boxed_value_set_uniform (CoglContext *ctx,
switch (value->size)
{
case 1: ctx->glUniform1iv (location, value->count, ptr); break;
case 2: ctx->glUniform2iv (location, value->count, ptr); break;
case 3: ctx->glUniform3iv (location, value->count, ptr); break;
case 4: ctx->glUniform4iv (location, value->count, ptr); break;
case 1:
GE( ctx, glUniform1iv (location, value->count, ptr) );
break;
case 2:
GE( ctx, glUniform2iv (location, value->count, ptr) );
break;
case 3:
GE( ctx, glUniform3iv (location, value->count, ptr) );
break;
case 4:
GE( ctx, glUniform4iv (location, value->count, ptr) );
break;
}
}
break;
@ -248,10 +256,18 @@ _cogl_boxed_value_set_uniform (CoglContext *ctx,
switch (value->size)
{
case 1: ctx->glUniform1fv (location, value->count, ptr); break;
case 2: ctx->glUniform2fv (location, value->count, ptr); break;
case 3: ctx->glUniform3fv (location, value->count, ptr); break;
case 4: ctx->glUniform4fv (location, value->count, ptr); break;
case 1:
GE( ctx, glUniform1fv (location, value->count, ptr) );
break;
case 2:
GE( ctx, glUniform2fv (location, value->count, ptr) );
break;
case 3:
GE( ctx, glUniform3fv (location, value->count, ptr) );
break;
case 4:
GE( ctx, glUniform4fv (location, value->count, ptr) );
break;
}
}
break;
@ -268,16 +284,16 @@ _cogl_boxed_value_set_uniform (CoglContext *ctx,
switch (value->size)
{
case 2:
ctx->glUniformMatrix2fv (location, value->count,
value->transpose, ptr);
GE( ctx, glUniformMatrix2fv (location, value->count,
value->transpose, ptr) );
break;
case 3:
ctx->glUniformMatrix3fv (location, value->count,
value->transpose, ptr);
GE( ctx, glUniformMatrix3fv (location, value->count,
value->transpose, ptr) );
break;
case 4:
ctx->glUniformMatrix4fv (location, value->count,
value->transpose, ptr);
GE( ctx, glUniformMatrix4fv (location, value->count,
value->transpose, ptr) );
break;
}
}