Get rid of glGetError() calls in GLES2 renderer.

It's not usually useful, and it causes pipeline stalls.
This commit is contained in:
Ryan C. Gordon 2013-10-02 22:16:11 -04:00
parent 57e09318dd
commit 958640e5d1
1 changed files with 2 additions and 57 deletions

View File

@ -414,12 +414,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
/* Allocate the texture */
rdata->glGetError();
rdata->glGenTextures(1, &tdata->texture);
if (rdata->glGetError() != GL_NO_ERROR) {
SDL_free(tdata);
return SDL_SetError("Texture creation failed in glGenTextures()");
}
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
@ -427,11 +422,6 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
rdata->glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (rdata->glGetError() != GL_NO_ERROR) {
rdata->glDeleteTextures(1, &tdata->texture);
SDL_free(tdata);
return SDL_SetError("Texture creation failed");
}
texture->driverdata = tdata;
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
@ -526,7 +516,6 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
}
/* Create a texture subimage with the supplied data */
rdata->glGetError();
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@ -541,9 +530,6 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
src);
SDL_free(blob);
if (rdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to update texture");
}
return 0;
}
@ -629,7 +615,6 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
entry->blend_mode = blendMode;
/* Create the program and link it */
rdata->glGetError();
entry->id = rdata->glCreateProgram();
rdata->glAttachShader(entry->id, vertex->id);
rdata->glAttachShader(entry->id, fragment->id);
@ -639,7 +624,7 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
rdata->glLinkProgram(entry->id);
rdata->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (rdata->glGetError() != GL_NO_ERROR || !linkSuccessful)
if (!linkSuccessful)
{
rdata->glDeleteProgram(entry->id);
SDL_free(entry);
@ -754,7 +739,6 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
entry->instance = instance;
/* Compile or load the selected shader instance */
rdata->glGetError();
entry->id = rdata->glCreateShader(instance->type);
if (instance->format == (GLenum)-1)
{
@ -767,7 +751,7 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
rdata->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
compileSuccessful = GL_TRUE;
}
if (rdata->glGetError() != GL_NO_ERROR || !compileSuccessful)
if (!compileSuccessful)
{
char *info = NULL;
int length = 0;
@ -872,13 +856,7 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
goto fault;
/* Select that program in OpenGL */
rdata->glGetError();
rdata->glUseProgram(program->id);
if (rdata->glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to select program");
goto fault;
}
/* Set the current program */
rdata->current_program = program;
@ -937,11 +915,7 @@ GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
/* Set the projection matrix */
locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
rdata->glGetError();
rdata->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
if (rdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to set orthographic projection");
}
return 0;
}
@ -1028,8 +1002,6 @@ GLES2_SetDrawingState(SDL_Renderer * renderer)
int blendMode = renderer->blendMode;
GLuint locColor;
rdata->glGetError();
GLES2_ActivateRenderer(renderer);
GLES2_SetBlendMode(rdata, blendMode);
@ -1080,13 +1052,9 @@ GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int cou
vertices[idx * 2] = x;
vertices[(idx * 2) + 1] = y;
}
rdata->glGetError();
rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
rdata->glDrawArrays(GL_POINTS, 0, count);
SDL_stack_free(vertices);
if (rdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to render points");
}
return 0;
}
@ -1110,7 +1078,6 @@ GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int coun
vertices[idx * 2] = x;
vertices[(idx * 2) + 1] = y;
}
rdata->glGetError();
rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
rdata->glDrawArrays(GL_LINE_STRIP, 0, count);
@ -1120,9 +1087,6 @@ GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int coun
rdata->glDrawArrays(GL_POINTS, count-1, 1);
}
SDL_stack_free(vertices);
if (rdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to render lines");
}
return 0;
}
@ -1138,7 +1102,6 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
}
/* Emit a line loop for each rectangle */
rdata->glGetError();
for (idx = 0; idx < count; ++idx) {
const SDL_FRect *rect = &rects[idx];
@ -1158,9 +1121,6 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if (rdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to render filled rects");
}
return 0;
}
@ -1266,7 +1226,6 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
/* Select the target texture */
locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
rdata->glGetError();
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glUniform1i(locTexture, 0);
@ -1314,9 +1273,6 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (rdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to render texture");
}
return 0;
}
@ -1432,7 +1388,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
/* Select the target texture */
locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
rdata->glGetError();
rdata->glActiveTexture(GL_TEXTURE0);
rdata->glBindTexture(tdata->texture_type, tdata->texture);
rdata->glUniform1i(locTexture, 0);
@ -1496,9 +1451,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
if (rdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to render texture");
}
return 0;
}
@ -1695,7 +1647,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
/* Determine supported shader formats */
/* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
rdata->glGetError();
#ifdef ZUNE_HD
nFormats = 1;
#else /* !ZUNE_HD */
@ -1716,12 +1667,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
#else /* !ZUNE_HD */
rdata->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
if (rdata->glGetError() != GL_NO_ERROR)
{
GLES2_DestroyRenderer(renderer);
SDL_SetError("Failed to query supported shader formats");
return NULL;
}
if (hasCompiler)
rdata->shader_formats[nFormats - 1] = (GLenum)-1;
#endif /* ZUNE_HD */