Call glGetError() after glFinish(), not glFlush().

As I understand it, both glGetError() and glFinish() are serializing
and blockig, so it makes more sense to call them at the same time.
glFlush() does not block.
pull/507/head
whitequark 2019-11-23 14:49:41 +00:00
parent 9b61f988be
commit 54015b6777
2 changed files with 8 additions and 8 deletions

View File

@ -809,6 +809,10 @@ void OpenGl1Renderer::FlushFrame() {
UnSelectPrimitive();
glFlush();
}
void OpenGl1Renderer::FinishFrame() {
glFinish();
GLenum error = glGetError();
if(error != GL_NO_ERROR) {
@ -816,10 +820,6 @@ void OpenGl1Renderer::FlushFrame() {
}
}
void OpenGl1Renderer::FinishFrame() {
glFinish();
}
std::shared_ptr<Pixmap> OpenGl1Renderer::ReadFrame() {
int width = camera.width * camera.pixelRatio;
int height = camera.height * camera.pixelRatio;

View File

@ -669,6 +669,10 @@ void OpenGl3Renderer::FlushFrame() {
points.Clear();
glFlush();
}
void OpenGl3Renderer::FinishFrame() {
glFinish();
GLenum error = glGetError();
if(error != GL_NO_ERROR) {
@ -676,10 +680,6 @@ void OpenGl3Renderer::FlushFrame() {
}
}
void OpenGl3Renderer::FinishFrame() {
glFinish();
}
void OpenGl3Renderer::Clear() {
ViewportCanvas::Clear();
pixmapCache.CleanupUnused();