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-rw-r--r--src/gl.c12
-rw-r--r--src/rendering.c6
2 files changed, 18 insertions, 0 deletions
diff --git a/src/gl.c b/src/gl.c
index 7c630a6..365977e 100644
--- a/src/gl.c
+++ b/src/gl.c
@@ -233,9 +233,13 @@ RenderObject RenderObject_new(
GladGLContext *gl = GLOBAL_PLATFORM->window->context;
RenderObject o;
+ u32 err = gl->GetError();
+ ASSERT(!err);
gl->CreateVertexArrays(1, &(o.vao));
+ ASSERT(!(err = gl->GetError()));
gl->BindVertexArray(o.vao);
+ ASSERT(!(err = gl->GetError()));
/* For each buffer in the shader, */
/* The shader should be generalied, */
@@ -243,7 +247,12 @@ RenderObject RenderObject_new(
const usize sz = buffers[i].size_elem * buffers[i].count;
gl->CreateBuffers(1, &(buffers[i].buffername));
+ ASSERT(!(err = gl->GetError()));
+
+ //gl->NamedBufferStorage(buffers[i].buffername, (isize)sz, buffers[i].data, ShaderBuffer_get_gl_accesstype(buffers[i].buffertype));
+ //ASSERT(!(err = gl->GetError()));
gl->NamedBufferData(buffers[i].buffername, (isize)sz, buffers[i].data, ShaderBuffer_get_gl_accesstype(buffers[i].buffertype));
+ ASSERT(!(err = gl->GetError()));
}
o.shader = *shader;
@@ -252,7 +261,9 @@ RenderObject RenderObject_new(
o.buffer = buffers;
o.buffer_len = num_buffers;
o.mvp = gl->GetUniformLocation(o.shader.program, "MVP");
+ ASSERT(!(err = gl->GetError()));
o.model_position = gl->GetUniformLocation(o.shader.program, "modelPosition");
+ ASSERT(!(err = gl->GetError()));
// It is very much a non-issue if we don't find the model view projection in
// the shader. In fact, it is removed from a shader program if it is not used.
@@ -270,6 +281,7 @@ RenderObject RenderObject_new(
//}
gl->BindVertexArray(0);
+ ASSERT(!(err = gl->GetError()));
return o;
diff --git a/src/rendering.c b/src/rendering.c
index 0e6533f..71f3a75 100644
--- a/src/rendering.c
+++ b/src/rendering.c
@@ -791,7 +791,13 @@ void r_create_framebuffers(void* restrict ctx, u32* restrict framebuffer_array,
usize num_targets) {
const GladGLContext* gl = (GladGLContext*)ctx;
+ u32 err = gl->GetError();
+ ASSERT(!err);
+
+
gl->CreateFramebuffers(num_targets, framebuffer_array);
+ err = gl->GetError();
+ ASSERT(!err);
}
void r_destroy_framebuffers(void* restrict ctx, u32* restrict framebuffer_array,