#define CASPAR_GL_EXPR_STR(expr) #expr\r
\r
#define GL(expr) \\r
- [&] \\r
+ if(false){}else \\r
{ \\r
(expr); \\r
caspar::gl::SMFL_GLCheckError(CASPAR_GL_EXPR_STR(expr), __FILE__, __LINE__);\\r
- }()\r
+ }\r
\r
#define GL2(expr) \\r
[&]() -> decltype(expr)\\r
{ \r
if(attached_texture_ != texture.id())\r
{\r
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, texture.id(), 0);\r
+ GL(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, texture.id(), 0));\r
attached_texture_ = texture.id();\r
}\r
}\r
void ogl_device::clear(device_buffer& texture)\r
{ \r
attach(texture);\r
- glClear(GL_COLOR_BUFFER_BIT);\r
+ GL(glClear(GL_COLOR_BUFFER_BIT));\r
}\r
\r
void ogl_device::use(shader& shader)\r
{\r
if(active_shader_ != shader.id())\r
{ \r
- glUseProgramObjectARB(shader.id()); \r
+ GL(glUseProgramObjectARB(shader.id())); \r
active_shader_ = shader.id();\r
}\r
}\r