Get rid of glGetError() calls in GLES2 renderer. It's not usually useful, and it causes pipeline stalls.
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diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 10cb42d..1a1320e 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -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 */