* clutter/cogl/gl/cogl.c (error_string):
* clutter/cogl/gles/cogl.c (error_string): Rename to _cogl_error_string and remove the static scoping so that it can be called in cogl-texture etc. * clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign): * clutter/cogl/gles/cogl-texture.c (cogl_texture_new_from_foreign): GE(*) can't be used to wrap around calls that use the return value. * clutter/cogl/gl/cogl-texture.c (_cogl_texture_quad_sw) (_cogl_texture_quad_hw, cogl_texture_polygon): Remove GE(*) wrapper around calls in the middle of a glBegin/glEnd pair which otherwise always generate an error because glGetError can only be called outside of the pair. * clutter/cogl/gl/cogl-internal.h: Include stdio.h when definig COGL_DEBUG and declare a prototype for _cogl_error_string. * clutter/cogl/gles/cogl-internal.h: Match GE(*) macro to GL version.
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ChangeLog
24
ChangeLog
@ -1,3 +1,27 @@
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2008-05-21 Neil Roberts <neil@o-hand.com>
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* clutter/cogl/gl/cogl.c (error_string):
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* clutter/cogl/gles/cogl.c (error_string): Rename to
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_cogl_error_string and remove the static scoping so that it can be
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called in cogl-texture etc.
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* clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign):
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* clutter/cogl/gles/cogl-texture.c (cogl_texture_new_from_foreign):
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GE(*) can't be used to wrap around calls that use the return
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value.
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* clutter/cogl/gl/cogl-texture.c (_cogl_texture_quad_sw)
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(_cogl_texture_quad_hw, cogl_texture_polygon): Remove GE(*)
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wrapper around calls in the middle of a glBegin/glEnd pair which
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otherwise always generate an error because glGetError can only be
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called outside of the pair.
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* clutter/cogl/gl/cogl-internal.h: Include stdio.h when definig
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COGL_DEBUG and declare a prototype for _cogl_error_string.
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* clutter/cogl/gles/cogl-internal.h: Match GE(*) macro to GL
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version.
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2008-05-21 Ivan Leben <ivan@o-hand.com>
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* clutter/cogl/gles/cogl-texture.c:
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@ -29,18 +29,26 @@
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#define COGL_DEBUG 0
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#if COGL_DEBUG
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#include <stdio.h>
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const char *_cogl_error_string(GLenum errorCode);
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#define GE(x...) G_STMT_START { \
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GLenum err; \
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(x); \
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while ((err = glGetError()) != GL_NO_ERROR) { \
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fprintf(stderr, "glError: %s caught at %s:%u\n", \
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(char *)error_string(err), \
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__FILE__, __LINE__); \
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(char *)_cogl_error_string(err), \
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__FILE__, __LINE__); \
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} \
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} G_STMT_END
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#else
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#else /* COGL_DEBUG */
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#define GE(x) (x);
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#endif
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#endif /* COGL_DEBUG */
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#define COGL_ENABLE_BLEND (1<<1)
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#define COGL_ENABLE_TEXTURE_2D (1<<2)
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@ -1235,7 +1235,7 @@ cogl_texture_new_from_foreign (GLuint gl_handle,
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return COGL_INVALID_HANDLE;
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/* Make sure it is a valid GL texture object */
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gl_istexture = GE( glIsTexture (gl_handle) );
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gl_istexture = glIsTexture (gl_handle);
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if (gl_istexture == GL_FALSE)
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return COGL_INVALID_HANDLE;
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@ -1863,21 +1863,21 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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#define CFX_F CLUTTER_FIXED_TO_FLOAT
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/* Draw textured quad */
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GE( glBegin (GL_QUADS) );
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glBegin (GL_QUADS);
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GE( glTexCoord2f (CFX_F(slice_tx1), CFX_F(slice_ty1)) );
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GE( glVertex2f (CFX_F(slice_qx1), CFX_F(slice_qy1)) );
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glTexCoord2f (CFX_F(slice_tx1), CFX_F(slice_ty1));
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glVertex2f (CFX_F(slice_qx1), CFX_F(slice_qy1));
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GE( glTexCoord2f (CFX_F(slice_tx2), CFX_F(slice_ty1)) );
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GE( glVertex2f (CFX_F(slice_qx2), CFX_F(slice_qy1)) );
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glTexCoord2f (CFX_F(slice_tx2), CFX_F(slice_ty1));
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glVertex2f (CFX_F(slice_qx2), CFX_F(slice_qy1));
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GE( glTexCoord2f (CFX_F(slice_tx2), CFX_F(slice_ty2)) );
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GE( glVertex2f (CFX_F(slice_qx2), CFX_F(slice_qy2)) );
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glTexCoord2f (CFX_F(slice_tx2), CFX_F(slice_ty2));
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glVertex2f (CFX_F(slice_qx2), CFX_F(slice_qy2));
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GE( glTexCoord2f (CFX_F(slice_tx1), CFX_F(slice_ty2)) );
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GE( glVertex2f (CFX_F(slice_qx1), CFX_F(slice_qy2)) );
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glTexCoord2f (CFX_F(slice_tx1), CFX_F(slice_ty2));
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glVertex2f (CFX_F(slice_qx1), CFX_F(slice_qy2));
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glEnd ();
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GE( glEnd () );
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#undef CFX_F
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}
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@ -1946,21 +1946,21 @@ _cogl_texture_quad_hw (CoglTexture *tex,
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#define CFX_F(x) CLUTTER_FIXED_TO_FLOAT(x)
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/* Draw textured quad */
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GE( glBegin (GL_QUADS) );
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glBegin (GL_QUADS);
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GE( glTexCoord2f (CFX_F(tx1), CFX_F(ty1)) );
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GE( glVertex2f (CFX_F(x1), CFX_F(y1)) );
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glTexCoord2f (CFX_F(tx1), CFX_F(ty1));
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glVertex2f (CFX_F(x1), CFX_F(y1));
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GE( glTexCoord2f (CFX_F(tx2), CFX_F(ty1)) );
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GE( glVertex2f (CFX_F(x2), CFX_F(y1)) );
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glTexCoord2f (CFX_F(tx2), CFX_F(ty1));
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glVertex2f (CFX_F(x2), CFX_F(y1));
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GE( glTexCoord2f (CFX_F(tx2), CFX_F(ty2)) );
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GE( glVertex2f (CFX_F(x2), CFX_F(y2)) );
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glTexCoord2f (CFX_F(tx2), CFX_F(ty2));
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glVertex2f (CFX_F(x2), CFX_F(y2));
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GE( glTexCoord2f (CFX_F(tx1), CFX_F(ty2)) );
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GE( glVertex2f (CFX_F(x1), CFX_F(y2)) );
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glTexCoord2f (CFX_F(tx1), CFX_F(ty2));
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glVertex2f (CFX_F(x1), CFX_F(y2));
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glEnd ();
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GE( glEnd () );
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#undef CFX_F
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}
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@ -2122,7 +2122,7 @@ cogl_texture_polygon (CoglHandle handle,
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GE( glBindTexture (tex->gl_target, gl_handle) );
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GE( glBegin (GL_TRIANGLE_FAN) );
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glBegin (GL_TRIANGLE_FAN);
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for (vnum = 0; vnum < n_vertices; vnum++)
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{
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@ -2146,11 +2146,11 @@ cogl_texture_polygon (CoglHandle handle,
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ty *= y_span->size;
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}
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GE( glTexCoord2f (tx, ty) );
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glTexCoord2f (tx, ty);
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GE( glVertex3f (CLUTTER_FIXED_TO_FLOAT (vertices[vnum].x),
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CLUTTER_FIXED_TO_FLOAT (vertices[vnum].y),
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CLUTTER_FIXED_TO_FLOAT (vertices[vnum].z)) );
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glVertex3f (CLUTTER_FIXED_TO_FLOAT (vertices[vnum].x),
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CLUTTER_FIXED_TO_FLOAT (vertices[vnum].y),
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CLUTTER_FIXED_TO_FLOAT (vertices[vnum].z));
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}
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GE( glEnd () );
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{ ~0, NULL }
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};
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static const char*
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error_string(GLenum errorCode)
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const char*
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_cogl_error_string(GLenum errorCode)
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{
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int i;
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for (i = 0; Errors[i].String; i++) {
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#define COGL_DEBUG 0
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#if COGL_DEBUG
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#define GE(x...) { \
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#include <stdio.h>
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const char *_cogl_error_string(GLenum errorCode);
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#define GE(x...) G_STMT_START { \
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GLenum err; \
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(x); \
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fprintf(stderr, "%s\n", #x); \
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while ((err = glGetError()) != GL_NO_ERROR) { \
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fprintf(stderr, "glError: %s caught at %s:%u\n", \
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(char *)error_string(err), \
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__FILE__, __LINE__); \
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(char *)_cogl_error_string(err), \
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__FILE__, __LINE__); \
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} \
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}
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#else
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} G_STMT_END
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#else /* COGL_DEBUG */
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#define GE(x) (x);
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#endif
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#endif /* COGL_DEBUG */
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#define COGL_ENABLE_BLEND (1<<1)
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#define COGL_ENABLE_TEXTURE_2D (1<<2)
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return COGL_INVALID_HANDLE;
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/* Make sure it is a valid GL texture object */
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gl_istexture = GE( glIsTexture (gl_handle) );
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gl_istexture = glIsTexture (gl_handle);
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if (gl_istexture == GL_FALSE)
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return COGL_INVALID_HANDLE;
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{ ~0, NULL }
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};
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static const char*
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error_string(GLenum errorCode)
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const char*
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_cogl_error_string(GLenum errorCode)
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{
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int i;
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for (i = 0; Errors[i].String; i++) {
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