Switch to PPSSPP's assert functions (don't use the system's)

This commit is contained in:
Henrik Rydgård
2020-08-16 10:01:10 +02:00
parent c5147c01a0
commit 5d64fc5ff1
49 changed files with 142 additions and 180 deletions
+6 -6
View File
@@ -248,7 +248,7 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
// Query all the uniforms.
for (size_t j = 0; j < program->queries_.size(); j++) {
auto &x = program->queries_[j];
assert(x.name);
_dbg_assert_(x.name);
*x.dest = glGetUniformLocation(program->program, x.name);
}
@@ -984,7 +984,7 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last
}
case GLRRenderCommand::UNIFORM4I:
{
assert(curProgram);
_dbg_assert_(curProgram);
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
if (c.uniform4.name) {
loc = curProgram->GetUniformLoc(c.uniform4.name);
@@ -1010,7 +1010,7 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last
}
case GLRRenderCommand::UNIFORMMATRIX:
{
assert(curProgram);
_dbg_assert_(curProgram);
int loc = c.uniformMatrix4.loc ? *c.uniformMatrix4.loc : -1;
if (c.uniformMatrix4.name) {
loc = curProgram->GetUniformLoc(c.uniformMatrix4.name);
@@ -1076,7 +1076,7 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last
// TODO: Add fast path for glBindVertexBuffer
GLRInputLayout *layout = c.bindVertexBuffer.inputLayout;
GLuint buf = c.bindVertexBuffer.buffer ? c.bindVertexBuffer.buffer->buffer_ : 0;
assert(!c.bindVertexBuffer.buffer->Mapped());
_dbg_assert_(!c.bindVertexBuffer.buffer->Mapped());
if (buf != curArrayBuffer) {
glBindBuffer(GL_ARRAY_BUFFER, buf);
curArrayBuffer = buf;
@@ -1105,14 +1105,14 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last
Crash();
} else if (c.bind_buffer.target == GL_ELEMENT_ARRAY_BUFFER) {
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer_ : 0;
assert(!c.bind_buffer.buffer->Mapped());
_dbg_assert_(!c.bind_buffer.buffer->Mapped());
if (buf != curElemArrayBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
curElemArrayBuffer = buf;
}
} else {
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer_ : 0;
assert(!c.bind_buffer.buffer->Mapped());
_dbg_assert_(!c.bind_buffer.buffer->Mapped());
glBindBuffer(c.bind_buffer.target, buf);
}
CHECK_GL_ERROR_IF_DEBUG();