GL: Improve error handling with texture creation

This commit is contained in:
Connor McLaughlin
2019-12-11 00:01:29 +10:00
parent 05e6d4c401
commit 6f78fea159
8 changed files with 328 additions and 213 deletions

View File

@ -46,13 +46,12 @@ private:
std::tuple<s32, s32> ConvertToFramebufferCoordinates(s32 x, s32 y);
void SetCapabilities(HostDisplay* host_display);
void CreateFramebuffer();
bool CreateFramebuffer();
void ClearFramebuffer();
void DestroyFramebuffer();
void CreateVertexBuffer();
void CreateUniformBuffer();
void CreateTextureBuffer();
bool CreateVertexBuffer();
bool CreateUniformBuffer();
bool CreateTextureBuffer();
bool CompilePrograms();
void SetDrawState(BatchRenderMode render_mode);
@ -60,10 +59,10 @@ private:
void UploadUniformBlock(const void* data, u32 data_size);
// downsample texture - used for readbacks at >1xIR.
std::unique_ptr<GL::Texture> m_vram_texture;
std::unique_ptr<GL::Texture> m_vram_read_texture;
std::unique_ptr<GL::Texture> m_vram_encoding_texture;
std::unique_ptr<GL::Texture> m_display_texture;
GL::Texture m_vram_texture;
GL::Texture m_vram_read_texture;
GL::Texture m_vram_encoding_texture;
GL::Texture m_display_texture;
std::unique_ptr<GL::StreamBuffer> m_vertex_stream_buffer;
GLuint m_vao_id = 0;