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Commit 5009d3d

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Spray GL_CHECK to all GL calls
1 parent e0cf21c commit 5009d3d

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3 files changed

+100
-100
lines changed

3 files changed

+100
-100
lines changed

Source/Managers/FrameMan.cpp

+2-2
Original file line numberDiff line numberDiff line change
@@ -586,8 +586,8 @@ void FrameMan::SaveScreenToBitmap() {
586586
return;
587587
}
588588

589-
glBindTexture(GL_TEXTURE_2D, g_WindowMan.GetScreenBufferTexture());
590-
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, m_ScreenDumpBuffer->line[0]);
589+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, g_WindowMan.GetScreenBufferTexture()));
590+
GL_CHECK(glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, m_ScreenDumpBuffer->line[0]));
591591
}
592592

593593
int FrameMan::SaveIndexedPNG(const char* fileName, BITMAP* bitmapToSave) const {

Source/Managers/PostProcessMan.cpp

+59-59
Original file line numberDiff line numberDiff line change
@@ -77,60 +77,60 @@ int PostProcessMan::Initialize() {
7777
}
7878

7979
void PostProcessMan::InitializeGLPointers() {
80-
glGenTextures(1, &m_BackBuffer8);
81-
glGenTextures(1, &m_BackBuffer32);
82-
glGenTextures(1, &m_Palette8Texture);
83-
glGenFramebuffers(1, &m_BlitFramebuffer);
84-
glGenFramebuffers(1, &m_PostProcessFramebuffer);
85-
glGenTextures(1, &m_PostProcessDepthBuffer);
86-
glGenVertexArrays(1, &m_VertexArray);
87-
glGenBuffers(1, &m_VertexBuffer);
88-
89-
glBindVertexArray(m_VertexArray);
90-
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
91-
glBufferData(GL_ARRAY_BUFFER, sizeof(c_Quad), c_Quad.data(), GL_STATIC_DRAW);
92-
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), nullptr);
93-
glEnableVertexAttribArray(0);
94-
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
95-
glEnableVertexAttribArray(1);
96-
glBindVertexArray(0);
80+
GL_CHECK(glGenTextures(1, &m_BackBuffer8));
81+
GL_CHECK(glGenTextures(1, &m_BackBuffer32));
82+
GL_CHECK(glGenTextures(1, &m_Palette8Texture));
83+
GL_CHECK(glGenFramebuffers(1, &m_BlitFramebuffer));
84+
GL_CHECK(glGenFramebuffers(1, &m_PostProcessFramebuffer));
85+
GL_CHECK(glGenTextures(1, &m_PostProcessDepthBuffer));
86+
GL_CHECK(glGenVertexArrays(1, &m_VertexArray));
87+
GL_CHECK(glGenBuffers(1, &m_VertexBuffer));
88+
89+
GL_CHECK(glBindVertexArray(m_VertexArray));
90+
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer));
91+
GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(c_Quad), c_Quad.data(), GL_STATIC_DRAW));
92+
GL_CHECK(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), nullptr));
93+
GL_CHECK(glEnableVertexAttribArray(0));
94+
GL_CHECK(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))));
95+
GL_CHECK(glEnableVertexAttribArray(1));
96+
GL_CHECK(glBindVertexArray(0));
9797
}
9898

9999
void PostProcessMan::DestroyGLPointers() {
100-
glDeleteTextures(1, &m_BackBuffer8);
101-
glDeleteTextures(1, &m_BackBuffer32);
102-
glDeleteTextures(1, &m_Palette8Texture);
103-
glDeleteFramebuffers(1, &m_BlitFramebuffer);
100+
GL_CHECK(glDeleteTextures(1, &m_BackBuffer8));
101+
GL_CHECK(glDeleteTextures(1, &m_BackBuffer32));
102+
GL_CHECK(glDeleteTextures(1, &m_Palette8Texture));
103+
GL_CHECK(glDeleteFramebuffers(1, &m_BlitFramebuffer));
104104
for (auto& bitmapTexture: m_BitmapTextures) {
105-
glDeleteTextures(1, &bitmapTexture->m_Texture);
105+
GL_CHECK(glDeleteTextures(1, &bitmapTexture->m_Texture));
106106
}
107-
glDeleteFramebuffers(1, &m_PostProcessFramebuffer);
108-
glDeleteTextures(1, &m_PostProcessDepthBuffer);
109-
glDeleteVertexArrays(1, &m_VertexArray);
110-
glDeleteBuffers(1, &m_VertexBuffer);
107+
GL_CHECK(glDeleteFramebuffers(1, &m_PostProcessFramebuffer));
108+
GL_CHECK(glDeleteTextures(1, &m_PostProcessDepthBuffer));
109+
GL_CHECK(glDeleteVertexArrays(1, &m_VertexArray));
110+
GL_CHECK(glDeleteBuffers(1, &m_VertexBuffer));
111111
}
112112

113113
void PostProcessMan::CreateGLBackBuffers() {
114-
glBindTexture(GL_TEXTURE_2D, m_BackBuffer8);
115-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
116-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
117-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
118-
glBindTexture(GL_TEXTURE_2D, m_BackBuffer32);
119-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
120-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
121-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
122-
glBindTexture(GL_TEXTURE_2D, 0);
123-
glBindTexture(GL_TEXTURE_1D, m_Palette8Texture);
124-
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, c_PaletteEntriesNumber, 0, GL_RGBA, GL_UNSIGNED_INT, 0);
125-
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
126-
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
114+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_BackBuffer8));
115+
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h, 0, GL_RED, GL_UNSIGNED_BYTE, 0));
116+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
117+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
118+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_BackBuffer32));
119+
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h, 0, GL_RED, GL_UNSIGNED_BYTE, 0));
120+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
121+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
122+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, 0));
123+
GL_CHECK(glBindTexture(GL_TEXTURE_1D, m_Palette8Texture));
124+
GL_CHECK(glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, c_PaletteEntriesNumber, 0, GL_RGBA, GL_UNSIGNED_INT, 0));
125+
GL_CHECK(glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
126+
GL_CHECK(glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
127127
UpdatePalette();
128-
glActiveTexture(GL_TEXTURE0);
128+
GL_CHECK(glActiveTexture(GL_TEXTURE0));
129129
m_ProjectionMatrix = glm::ortho(0.0F, static_cast<float>(g_FrameMan.GetBackBuffer8()->w), 0.0F, static_cast<float>(g_FrameMan.GetBackBuffer8()->h), -1.0F, 1.0F);
130130
}
131131

132132
void PostProcessMan::UpdatePalette() {
133-
glBindTexture(GL_TEXTURE_1D, m_Palette8Texture);
133+
GL_CHECK(glBindTexture(GL_TEXTURE_1D, m_Palette8Texture));
134134
std::array<unsigned int, c_PaletteEntriesNumber> palette;
135135
for (int i = 0; i < c_PaletteEntriesNumber; ++i) {
136136
if (i == g_MaskColor) {
@@ -139,22 +139,22 @@ void PostProcessMan::UpdatePalette() {
139139
}
140140
palette[i] = makeacol32(getr8(i), getg8(i), getb8(i), 255);
141141
}
142-
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, c_PaletteEntriesNumber, GL_RGBA, GL_UNSIGNED_BYTE, palette.data());
143-
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
144-
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
142+
GL_CHECK(glTexSubImage1D(GL_TEXTURE_1D, 0, 0, c_PaletteEntriesNumber, GL_RGBA, GL_UNSIGNED_BYTE, palette.data()));
143+
GL_CHECK(glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
144+
GL_CHECK(glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
145145
}
146146

147147
void PostProcessMan::LazyInitBitmap(BITMAP* bitmap) {
148148
m_BitmapTextures.emplace_back(new GLBitmapInfo);
149-
glGenTextures(1, &m_BitmapTextures.back()->m_Texture);
149+
GL_CHECK(glGenTextures(1, &m_BitmapTextures.back()->m_Texture));
150150
bitmap->extra = reinterpret_cast<void*>(m_BitmapTextures.back().get());
151-
glPixelStorei(GL_UNPACK_ALIGNMENT, bitmap_color_depth(bitmap) == 8 ? 1 : 4);
152-
glActiveTexture(GL_TEXTURE0);
153-
glBindTexture(GL_TEXTURE_2D, reinterpret_cast<GLBitmapInfo*>(bitmap->extra)->m_Texture);
154-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->w, bitmap->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap->line[0]);
155-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
156-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
157-
glGenerateMipmap(GL_TEXTURE_2D);
151+
GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, bitmap_color_depth(bitmap) == 8 ? 1 : 4));
152+
GL_CHECK(glActiveTexture(GL_TEXTURE0));
153+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, reinterpret_cast<GLBitmapInfo*>(bitmap->extra)->m_Texture));
154+
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->w, bitmap->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap->line[0]));
155+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
156+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
157+
GL_CHECK(glGenerateMipmap(GL_TEXTURE_2D));
158158
}
159159

160160
void PostProcessMan::Destroy() {
@@ -380,12 +380,12 @@ void PostProcessMan::PostProcess() {
380380
GL_CHECK(glActiveTexture(GL_TEXTURE0));
381381
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_BackBuffer8));
382382
GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
383-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h, 0, GL_RED, GL_UNSIGNED_BYTE, g_FrameMan.GetBackBuffer8()->line[0]);
383+
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h, 0, GL_RED, GL_UNSIGNED_BYTE, g_FrameMan.GetBackBuffer8()->line[0]));
384384
GL_CHECK(glActiveTexture(GL_TEXTURE1));
385385
GL_CHECK(glBindTexture(GL_TEXTURE_1D, m_Palette8Texture));
386386
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BlitFramebuffer));
387387
GL_CHECK(glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BackBuffer32, 0));
388-
glViewport(0, 0, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h);
388+
GL_CHECK(glViewport(0, 0, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h));
389389
m_Blit8->Use();
390390
m_Blit8->SetInt(m_Blit8->GetTextureUniform(), 0);
391391
int paletteUniform = m_Blit8->GetUniformLocation("rtePalette");
@@ -404,7 +404,7 @@ void PostProcessMan::PostProcess() {
404404
GL_CHECK(glBlendColor(0.5F, 0.5F, 0.5F, 0.5F));
405405
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_PostProcessFramebuffer));
406406
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BackBuffer32, 0));
407-
glViewport(0, 0, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h);
407+
GL_CHECK(glViewport(0, 0, g_FrameMan.GetBackBuffer8()->w, g_FrameMan.GetBackBuffer8()->h));
408408

409409
m_PostProcessShader->Use();
410410

@@ -483,8 +483,8 @@ void PostProcessMan::DrawPostScreenEffects() {
483483
float effectPosY = 0;
484484
float effectStrength = 0;
485485

486-
glActiveTexture(GL_TEXTURE0);
487-
glBindVertexArray(m_VertexArray);
486+
GL_CHECK(glActiveTexture(GL_TEXTURE0));
487+
GL_CHECK(glBindVertexArray(m_VertexArray));
488488
m_PostProcessShader->Use();
489489
m_PostProcessShader->SetInt(m_PostProcessShader->GetTextureUniform(), 0);
490490
m_PostProcessShader->SetMatrix4f(m_PostProcessShader->GetProjectionUniform(), m_ProjectionMatrix);
@@ -505,10 +505,10 @@ void PostProcessMan::DrawPostScreenEffects() {
505505
transformMatrix = glm::rotate(transformMatrix, -postEffect.m_Angle, glm::vec3(0, 0, 1));
506506
transformMatrix = glm::scale(transformMatrix, glm::vec3(effectBitmap->w * 0.5f, effectBitmap->h * 0.5f, 1.0));
507507

508-
glBindTexture(GL_TEXTURE_2D, reinterpret_cast<GLBitmapInfo*>(postEffect.m_Bitmap->extra)->m_Texture);
508+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, reinterpret_cast<GLBitmapInfo*>(postEffect.m_Bitmap->extra)->m_Texture));
509509
m_PostProcessShader->SetMatrix4f(m_PostProcessShader->GetTransformUniform(), transformMatrix);
510510

511-
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
511+
GL_CHECK(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
512512
}
513513
}
514514
}

Source/Managers/WindowMan.cpp

+39-39
Original file line numberDiff line numberDiff line change
@@ -78,11 +78,11 @@ WindowMan::WindowMan() {
7878
WindowMan::~WindowMan() = default;
7979

8080
void WindowMan::Destroy() {
81-
glDeleteTextures(1, &m_BackBuffer32Texture);
82-
glDeleteBuffers(1, &m_ScreenVBO);
83-
glDeleteVertexArrays(1, &m_ScreenVAO);
84-
glDeleteTextures(1, &m_ScreenBufferTexture);
85-
glDeleteFramebuffers(1, &m_ScreenBufferFBO);
81+
GL_CHECK(glDeleteTextures(1, &m_BackBuffer32Texture));
82+
GL_CHECK(glDeleteBuffers(1, &m_ScreenVBO));
83+
GL_CHECK(glDeleteVertexArrays(1, &m_ScreenVAO));
84+
GL_CHECK(glDeleteTextures(1, &m_ScreenBufferTexture));
85+
GL_CHECK(glDeleteFramebuffers(1, &m_ScreenBufferFBO));
8686
}
8787

8888
void WindowMan::Initialize() {
@@ -192,33 +192,33 @@ void WindowMan::InitializeOpenGL() {
192192
#else
193193
SDL_GL_SetSwapInterval(m_Fullscreen && m_EnableVSync ? 1 : 0);
194194
#endif
195-
glEnable(GL_BLEND);
196-
glEnable(GL_DEPTH_TEST);
197-
glGenBuffers(1, &m_ScreenVBO);
198-
glGenVertexArrays(1, &m_ScreenVAO);
199-
glBindVertexArray(m_ScreenVAO);
200-
glBindBuffer(GL_ARRAY_BUFFER, m_ScreenVBO);
201-
glBufferData(GL_ARRAY_BUFFER, sizeof(c_Quad), c_Quad.data(), GL_STATIC_DRAW);
202-
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), nullptr);
203-
glEnableVertexAttribArray(0);
204-
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
205-
glEnableVertexAttribArray(1);
206-
glBindVertexArray(0);
207-
glGenTextures(1, &m_BackBuffer32Texture);
208-
glGenTextures(1, &m_ScreenBufferTexture);
209-
glGenFramebuffers(1, &m_ScreenBufferFBO);
195+
GL_CHECK(glEnable(GL_BLEND));
196+
GL_CHECK(glEnable(GL_DEPTH_TEST));
197+
GL_CHECK(glGenBuffers(1, &m_ScreenVBO));
198+
GL_CHECK(glGenVertexArrays(1, &m_ScreenVAO));
199+
GL_CHECK(glBindVertexArray(m_ScreenVAO));
200+
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_ScreenVBO));
201+
GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(c_Quad), c_Quad.data(), GL_STATIC_DRAW));
202+
GL_CHECK(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), nullptr));
203+
GL_CHECK(glEnableVertexAttribArray(0));
204+
GL_CHECK(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))));
205+
GL_CHECK(glEnableVertexAttribArray(1));
206+
GL_CHECK(glBindVertexArray(0));
207+
GL_CHECK(glGenTextures(1, &m_BackBuffer32Texture));
208+
GL_CHECK(glGenTextures(1, &m_ScreenBufferTexture));
209+
GL_CHECK(glGenFramebuffers(1, &m_ScreenBufferFBO));
210210
TracyGpuContext;
211211
}
212212

213213
void WindowMan::CreateBackBufferTexture() {
214-
glBindTexture(GL_TEXTURE_2D, m_BackBuffer32Texture);
215-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_ResX, m_ResY, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
216-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
217-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
218-
glBindTexture(GL_TEXTURE_2D, m_ScreenBufferTexture);
219-
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_ResX, m_ResY, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
220-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
221-
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
214+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_BackBuffer32Texture));
215+
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_ResX, m_ResY, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
216+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
217+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
218+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_ScreenBufferTexture));
219+
GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_ResX, m_ResY, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
220+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
221+
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
222222
}
223223

224224
int WindowMan::GetWindowResX() {
@@ -685,28 +685,28 @@ void WindowMan::Update() {
685685
}
686686

687687
void WindowMan::ClearRenderer() {
688-
glBindFramebuffer(GL_FRAMEBUFFER, 0);
689-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
688+
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
689+
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
690690
g_FrameMan.ClearBackBuffer32();
691-
glActiveTexture(GL_TEXTURE0);
692-
glBindTexture(GL_TEXTURE_2D, 0);
693-
glActiveTexture(GL_TEXTURE1);
694-
glBindTexture(GL_TEXTURE_2D, 0);
691+
GL_CHECK(glActiveTexture(GL_TEXTURE0));
692+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, 0));
693+
GL_CHECK(glActiveTexture(GL_TEXTURE1));
694+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, 0));
695695
m_DrawPostProcessBuffer = false;
696696
}
697697

698698
void WindowMan::UploadFrame() {
699699
TracyGpuZone("Upload Frame");
700-
glDisable(GL_DEPTH_TEST);
700+
GL_CHECK(glDisable(GL_DEPTH_TEST));
701701

702702
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_ScreenBufferFBO));
703703
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_ScreenBufferTexture, 0));
704704
GL_CHECK(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
705705
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT));
706706
GL_CHECK(glActiveTexture(GL_TEXTURE0));
707-
glViewport(0, 0, m_ResX, m_ResY);
707+
GL_CHECK(glViewport(0, 0, m_ResX, m_ResY));
708708

709-
glEnable(GL_BLEND);
709+
GL_CHECK(glEnable(GL_BLEND));
710710
if (m_DrawPostProcessBuffer) {
711711
TracyGpuZone("Upload Post Process Buffer");
712712
GL_CHECK(glBindTexture(GL_TEXTURE_2D, g_PostProcessMan.GetPostProcessColorBuffer()));
@@ -716,7 +716,7 @@ void WindowMan::UploadFrame() {
716716
GL_CHECK(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, g_FrameMan.GetBackBuffer32()->w, g_FrameMan.GetBackBuffer32()->h, GL_RGBA, GL_UNSIGNED_BYTE, g_FrameMan.GetBackBuffer32()->line[0]));
717717
} else {
718718
TracyGpuZone("Upload no Post Process Buffer");
719-
glBindTexture(GL_TEXTURE_2D, 0);
719+
GL_CHECK(glBindTexture(GL_TEXTURE_2D, 0));
720720
GL_CHECK(glActiveTexture(GL_TEXTURE1));
721721
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_BackBuffer32Texture));
722722
GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 4));
@@ -739,7 +739,7 @@ void WindowMan::UploadFrame() {
739739
}
740740
if (m_MultiDisplayWindows.empty()) {
741741
TracyGpuZone("Swap Window");
742-
glViewport(m_PrimaryWindowViewport->x, m_PrimaryWindowViewport->y, m_PrimaryWindowViewport->w, m_PrimaryWindowViewport->h);
742+
GL_CHECK(glViewport(m_PrimaryWindowViewport->x, m_PrimaryWindowViewport->y, m_PrimaryWindowViewport->w, m_PrimaryWindowViewport->h));
743743
m_ScreenBlitShader->SetMatrix4f(m_ScreenBlitShader->GetTransformUniform(), glm::mat4(1.0f));
744744
GL_CHECK(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
745745
SDL_GL_SwapWindow(m_PrimaryWindow.get());

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