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-rw-r--r--src/mbgl/gl/debugging.cpp8
-rw-r--r--test/util/offscreen_texture.test.cpp4
2 files changed, 6 insertions, 6 deletions
diff --git a/src/mbgl/gl/debugging.cpp b/src/mbgl/gl/debugging.cpp
index 0d69d58be5..366b4d63c7 100644
--- a/src/mbgl/gl/debugging.cpp
+++ b/src/mbgl/gl/debugging.cpp
@@ -10,9 +10,9 @@ namespace gl {
DebugGroup::DebugGroup(const Context& context_, const std::string& name) : context(context_) {
if (auto debugging = context.getDebuggingExtension()) {
if (debugging->pushDebugGroup) {
- debugging->pushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, GLsizei(name.size()), name.c_str());
+ MBGL_CHECK_ERROR(debugging->pushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, GLsizei(name.size()), name.c_str()));
} else if (debugging->pushGroupMarkerEXT) {
- debugging->pushGroupMarkerEXT(GLsizei(name.size() + 1), name.c_str());
+ MBGL_CHECK_ERROR(debugging->pushGroupMarkerEXT(GLsizei(name.size() + 1), name.c_str()));
}
}
}
@@ -20,9 +20,9 @@ DebugGroup::DebugGroup(const Context& context_, const std::string& name) : conte
DebugGroup::~DebugGroup() {
if (auto debugging = context.getDebuggingExtension()) {
if (debugging->popDebugGroup) {
- debugging->popDebugGroup();
+ MBGL_CHECK_ERROR(debugging->popDebugGroup());
} else if (debugging->popGroupMarkerEXT) {
- debugging->popGroupMarkerEXT();
+ MBGL_CHECK_ERROR(debugging->popGroupMarkerEXT());
}
}
}
diff --git a/test/util/offscreen_texture.test.cpp b/test/util/offscreen_texture.test.cpp
index 0149b1a8dd..8c0d4f7011 100644
--- a/test/util/offscreen_texture.test.cpp
+++ b/test/util/offscreen_texture.test.cpp
@@ -40,7 +40,7 @@ struct Shader {
MBGL_CHECK_ERROR(glCompileShader(fragmentShader));
MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader));
MBGL_CHECK_ERROR(glLinkProgram(program));
- a_pos = glGetAttribLocation(program, "a_pos");
+ a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
}
~Shader() {
@@ -119,7 +119,7 @@ void main() {
}
)MBGL_SHADER");
- GLuint u_texture = glGetUniformLocation(compositeShader.program, "u_texture");
+ GLuint u_texture = MBGL_CHECK_ERROR(glGetUniformLocation(compositeShader.program, "u_texture"));
Buffer triangleBuffer({ 0, 0.5, 0.5, -0.5, -0.5, -0.5 });
Buffer viewportBuffer({ -1, -1, 1, -1, -1, 1, 1, 1 });