#include <stdlib.h>
#include <Eigen/Core>
#include <string>
+#include "defs.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
// number of distinct accessible subtexels in the given mipmap level,
// calculated by num_texels / movit_texel_subpixel_precision. It is a float
// for performance reasons, even though it is expected to be a whole number.
-// <inv_num_subtexels> is simply its inverse (1/x).
+// <inv_num_subtexels> is simply its inverse (1/x). <pos1_pos2_diff> is
+// (pos2-pos1) and <inv_pos1_pos2_diff> is 1/(pos2-pos1).
//
// Note that since the GPU might have limited precision in its linear
// interpolation, the effective weights might be different from the ones you
// rounded fp16 value. This enables more precise calculation of total_weight
// and sum_sq_error.
template<class DestFloat>
-void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels,
+void combine_two_samples(float w1, float w2, float pos1, float pos1_pos2_diff, float inv_pos1_pos2_diff, float num_subtexels, float inv_num_subtexels,
DestFloat *offset, DestFloat *total_weight, float *sum_sq_error);
// Create a VBO with the given data. Returns the VBO number.
// back into anything you intend to pass into OpenGL.
void *get_gl_context_identifier();
+// Used in the check_error() macro, below.
+void abort_gl_error(GLenum err, const char *filename, int line) DOES_NOT_RETURN;
+
} // namespace movit
#ifdef NDEBUG
#define check_error()
#else
-#define check_error() { int err = glGetError(); if (err != GL_NO_ERROR) { printf("GL error 0x%x at %s:%d\n", err, __FILE__, __LINE__); abort(); } }
+#define check_error() { GLenum err = glGetError(); if (err != GL_NO_ERROR) { movit::abort_gl_error(err, __FILE__, __LINE__); } }
#endif
// CHECK() is like assert(), but retains any side effects no matter the compilation mode.