ebiten/internal/graphicsdriver/opengl/gl/debug.go
Hajime Hoshi 073d022c2e internal/graphicsdriver/opengl: remove IsFramebuffer and IsRenderbuffer
These function return true in most cases, and when these return false,
the situation is pretty bad and recovering the situation would not be
possible.

IsFramebuffer and IsRenderbuffer cause round trips and affect performance.
Let's remove them.
2024-07-06 19:15:01 +09:00

630 lines
20 KiB
Go

// Copyright 2023 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Code generated by genkeys.go using 'go generate'. DO NOT EDIT.
//go:build !playstation5
package gl
import (
"fmt"
"os"
)
type DebugContext struct {
Context Context
}
var _ Context = (*DebugContext)(nil)
func (d *DebugContext) ActiveTexture(arg0 uint32) {
d.Context.ActiveTexture(arg0)
fmt.Fprintln(os.Stderr, "ActiveTexture")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at ActiveTexture", e))
}
}
func (d *DebugContext) AttachShader(arg0 uint32, arg1 uint32) {
d.Context.AttachShader(arg0, arg1)
fmt.Fprintln(os.Stderr, "AttachShader")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at AttachShader", e))
}
}
func (d *DebugContext) BindAttribLocation(arg0 uint32, arg1 uint32, arg2 string) {
d.Context.BindAttribLocation(arg0, arg1, arg2)
fmt.Fprintln(os.Stderr, "BindAttribLocation")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BindAttribLocation", e))
}
}
func (d *DebugContext) BindBuffer(arg0 uint32, arg1 uint32) {
d.Context.BindBuffer(arg0, arg1)
fmt.Fprintln(os.Stderr, "BindBuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BindBuffer", e))
}
}
func (d *DebugContext) BindFramebuffer(arg0 uint32, arg1 uint32) {
d.Context.BindFramebuffer(arg0, arg1)
fmt.Fprintln(os.Stderr, "BindFramebuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BindFramebuffer", e))
}
}
func (d *DebugContext) BindRenderbuffer(arg0 uint32, arg1 uint32) {
d.Context.BindRenderbuffer(arg0, arg1)
fmt.Fprintln(os.Stderr, "BindRenderbuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BindRenderbuffer", e))
}
}
func (d *DebugContext) BindTexture(arg0 uint32, arg1 uint32) {
d.Context.BindTexture(arg0, arg1)
fmt.Fprintln(os.Stderr, "BindTexture")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BindTexture", e))
}
}
func (d *DebugContext) BindVertexArray(arg0 uint32) {
d.Context.BindVertexArray(arg0)
fmt.Fprintln(os.Stderr, "BindVertexArray")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BindVertexArray", e))
}
}
func (d *DebugContext) BlendEquationSeparate(arg0 uint32, arg1 uint32) {
d.Context.BlendEquationSeparate(arg0, arg1)
fmt.Fprintln(os.Stderr, "BlendEquationSeparate")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BlendEquationSeparate", e))
}
}
func (d *DebugContext) BlendFuncSeparate(arg0 uint32, arg1 uint32, arg2 uint32, arg3 uint32) {
d.Context.BlendFuncSeparate(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "BlendFuncSeparate")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BlendFuncSeparate", e))
}
}
func (d *DebugContext) BufferInit(arg0 uint32, arg1 int, arg2 uint32) {
d.Context.BufferInit(arg0, arg1, arg2)
fmt.Fprintln(os.Stderr, "BufferInit")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BufferInit", e))
}
}
func (d *DebugContext) BufferSubData(arg0 uint32, arg1 int, arg2 []uint8) {
d.Context.BufferSubData(arg0, arg1, arg2)
fmt.Fprintln(os.Stderr, "BufferSubData")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at BufferSubData", e))
}
}
func (d *DebugContext) CheckFramebufferStatus(arg0 uint32) uint32 {
out0 := d.Context.CheckFramebufferStatus(arg0)
fmt.Fprintln(os.Stderr, "CheckFramebufferStatus")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CheckFramebufferStatus", e))
}
return out0
}
func (d *DebugContext) Clear(arg0 uint32) {
d.Context.Clear(arg0)
fmt.Fprintln(os.Stderr, "Clear")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Clear", e))
}
}
func (d *DebugContext) ColorMask(arg0 bool, arg1 bool, arg2 bool, arg3 bool) {
d.Context.ColorMask(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "ColorMask")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at ColorMask", e))
}
}
func (d *DebugContext) CompileShader(arg0 uint32) {
d.Context.CompileShader(arg0)
fmt.Fprintln(os.Stderr, "CompileShader")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CompileShader", e))
}
}
func (d *DebugContext) CreateBuffer() uint32 {
out0 := d.Context.CreateBuffer()
fmt.Fprintln(os.Stderr, "CreateBuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CreateBuffer", e))
}
return out0
}
func (d *DebugContext) CreateFramebuffer() uint32 {
out0 := d.Context.CreateFramebuffer()
fmt.Fprintln(os.Stderr, "CreateFramebuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CreateFramebuffer", e))
}
return out0
}
func (d *DebugContext) CreateProgram() uint32 {
out0 := d.Context.CreateProgram()
fmt.Fprintln(os.Stderr, "CreateProgram")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CreateProgram", e))
}
return out0
}
func (d *DebugContext) CreateRenderbuffer() uint32 {
out0 := d.Context.CreateRenderbuffer()
fmt.Fprintln(os.Stderr, "CreateRenderbuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CreateRenderbuffer", e))
}
return out0
}
func (d *DebugContext) CreateShader(arg0 uint32) uint32 {
out0 := d.Context.CreateShader(arg0)
fmt.Fprintln(os.Stderr, "CreateShader")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CreateShader", e))
}
return out0
}
func (d *DebugContext) CreateTexture() uint32 {
out0 := d.Context.CreateTexture()
fmt.Fprintln(os.Stderr, "CreateTexture")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CreateTexture", e))
}
return out0
}
func (d *DebugContext) CreateVertexArray() uint32 {
out0 := d.Context.CreateVertexArray()
fmt.Fprintln(os.Stderr, "CreateVertexArray")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at CreateVertexArray", e))
}
return out0
}
func (d *DebugContext) DeleteBuffer(arg0 uint32) {
d.Context.DeleteBuffer(arg0)
fmt.Fprintln(os.Stderr, "DeleteBuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DeleteBuffer", e))
}
}
func (d *DebugContext) DeleteFramebuffer(arg0 uint32) {
d.Context.DeleteFramebuffer(arg0)
fmt.Fprintln(os.Stderr, "DeleteFramebuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DeleteFramebuffer", e))
}
}
func (d *DebugContext) DeleteProgram(arg0 uint32) {
d.Context.DeleteProgram(arg0)
fmt.Fprintln(os.Stderr, "DeleteProgram")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DeleteProgram", e))
}
}
func (d *DebugContext) DeleteRenderbuffer(arg0 uint32) {
d.Context.DeleteRenderbuffer(arg0)
fmt.Fprintln(os.Stderr, "DeleteRenderbuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DeleteRenderbuffer", e))
}
}
func (d *DebugContext) DeleteShader(arg0 uint32) {
d.Context.DeleteShader(arg0)
fmt.Fprintln(os.Stderr, "DeleteShader")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DeleteShader", e))
}
}
func (d *DebugContext) DeleteTexture(arg0 uint32) {
d.Context.DeleteTexture(arg0)
fmt.Fprintln(os.Stderr, "DeleteTexture")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DeleteTexture", e))
}
}
func (d *DebugContext) DeleteVertexArray(arg0 uint32) {
d.Context.DeleteVertexArray(arg0)
fmt.Fprintln(os.Stderr, "DeleteVertexArray")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DeleteVertexArray", e))
}
}
func (d *DebugContext) Disable(arg0 uint32) {
d.Context.Disable(arg0)
fmt.Fprintln(os.Stderr, "Disable")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Disable", e))
}
}
func (d *DebugContext) DisableVertexAttribArray(arg0 uint32) {
d.Context.DisableVertexAttribArray(arg0)
fmt.Fprintln(os.Stderr, "DisableVertexAttribArray")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DisableVertexAttribArray", e))
}
}
func (d *DebugContext) DrawElements(arg0 uint32, arg1 int32, arg2 uint32, arg3 int) {
d.Context.DrawElements(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "DrawElements")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at DrawElements", e))
}
}
func (d *DebugContext) Enable(arg0 uint32) {
d.Context.Enable(arg0)
fmt.Fprintln(os.Stderr, "Enable")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Enable", e))
}
}
func (d *DebugContext) EnableVertexAttribArray(arg0 uint32) {
d.Context.EnableVertexAttribArray(arg0)
fmt.Fprintln(os.Stderr, "EnableVertexAttribArray")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at EnableVertexAttribArray", e))
}
}
func (d *DebugContext) Flush() {
d.Context.Flush()
fmt.Fprintln(os.Stderr, "Flush")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Flush", e))
}
}
func (d *DebugContext) FramebufferRenderbuffer(arg0 uint32, arg1 uint32, arg2 uint32, arg3 uint32) {
d.Context.FramebufferRenderbuffer(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "FramebufferRenderbuffer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at FramebufferRenderbuffer", e))
}
}
func (d *DebugContext) FramebufferTexture2D(arg0 uint32, arg1 uint32, arg2 uint32, arg3 uint32, arg4 int32) {
d.Context.FramebufferTexture2D(arg0, arg1, arg2, arg3, arg4)
fmt.Fprintln(os.Stderr, "FramebufferTexture2D")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at FramebufferTexture2D", e))
}
}
func (d *DebugContext) GetError() uint32 {
out0 := d.Context.GetError()
fmt.Fprintln(os.Stderr, "GetError")
return out0
}
func (d *DebugContext) GetInteger(arg0 uint32) int {
out0 := d.Context.GetInteger(arg0)
fmt.Fprintln(os.Stderr, "GetInteger")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at GetInteger", e))
}
return out0
}
func (d *DebugContext) GetProgramInfoLog(arg0 uint32) string {
out0 := d.Context.GetProgramInfoLog(arg0)
fmt.Fprintln(os.Stderr, "GetProgramInfoLog")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at GetProgramInfoLog", e))
}
return out0
}
func (d *DebugContext) GetProgrami(arg0 uint32, arg1 uint32) int {
out0 := d.Context.GetProgrami(arg0, arg1)
fmt.Fprintln(os.Stderr, "GetProgrami")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at GetProgrami", e))
}
return out0
}
func (d *DebugContext) GetShaderInfoLog(arg0 uint32) string {
out0 := d.Context.GetShaderInfoLog(arg0)
fmt.Fprintln(os.Stderr, "GetShaderInfoLog")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at GetShaderInfoLog", e))
}
return out0
}
func (d *DebugContext) GetShaderi(arg0 uint32, arg1 uint32) int {
out0 := d.Context.GetShaderi(arg0, arg1)
fmt.Fprintln(os.Stderr, "GetShaderi")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at GetShaderi", e))
}
return out0
}
func (d *DebugContext) GetUniformLocation(arg0 uint32, arg1 string) int32 {
out0 := d.Context.GetUniformLocation(arg0, arg1)
fmt.Fprintln(os.Stderr, "GetUniformLocation")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at GetUniformLocation", e))
}
return out0
}
func (d *DebugContext) IsES() bool {
out0 := d.Context.IsES()
return out0
}
func (d *DebugContext) IsProgram(arg0 uint32) bool {
out0 := d.Context.IsProgram(arg0)
fmt.Fprintln(os.Stderr, "IsProgram")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at IsProgram", e))
}
return out0
}
func (d *DebugContext) LinkProgram(arg0 uint32) {
d.Context.LinkProgram(arg0)
fmt.Fprintln(os.Stderr, "LinkProgram")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at LinkProgram", e))
}
}
func (d *DebugContext) LoadFunctions() error {
out0 := d.Context.LoadFunctions()
return out0
}
func (d *DebugContext) PixelStorei(arg0 uint32, arg1 int32) {
d.Context.PixelStorei(arg0, arg1)
fmt.Fprintln(os.Stderr, "PixelStorei")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at PixelStorei", e))
}
}
func (d *DebugContext) ReadPixels(arg0 []uint8, arg1 int32, arg2 int32, arg3 int32, arg4 int32, arg5 uint32, arg6 uint32) {
d.Context.ReadPixels(arg0, arg1, arg2, arg3, arg4, arg5, arg6)
fmt.Fprintln(os.Stderr, "ReadPixels")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at ReadPixels", e))
}
}
func (d *DebugContext) RenderbufferStorage(arg0 uint32, arg1 uint32, arg2 int32, arg3 int32) {
d.Context.RenderbufferStorage(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "RenderbufferStorage")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at RenderbufferStorage", e))
}
}
func (d *DebugContext) Scissor(arg0 int32, arg1 int32, arg2 int32, arg3 int32) {
d.Context.Scissor(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "Scissor")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Scissor", e))
}
}
func (d *DebugContext) ShaderSource(arg0 uint32, arg1 string) {
d.Context.ShaderSource(arg0, arg1)
fmt.Fprintln(os.Stderr, "ShaderSource")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at ShaderSource", e))
}
}
func (d *DebugContext) StencilFunc(arg0 uint32, arg1 int32, arg2 uint32) {
d.Context.StencilFunc(arg0, arg1, arg2)
fmt.Fprintln(os.Stderr, "StencilFunc")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at StencilFunc", e))
}
}
func (d *DebugContext) StencilOpSeparate(arg0 uint32, arg1 uint32, arg2 uint32, arg3 uint32) {
d.Context.StencilOpSeparate(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "StencilOpSeparate")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at StencilOpSeparate", e))
}
}
func (d *DebugContext) TexImage2D(arg0 uint32, arg1 int32, arg2 int32, arg3 int32, arg4 int32, arg5 uint32, arg6 uint32, arg7 []uint8) {
d.Context.TexImage2D(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
fmt.Fprintln(os.Stderr, "TexImage2D")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at TexImage2D", e))
}
}
func (d *DebugContext) TexParameteri(arg0 uint32, arg1 uint32, arg2 int32) {
d.Context.TexParameteri(arg0, arg1, arg2)
fmt.Fprintln(os.Stderr, "TexParameteri")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at TexParameteri", e))
}
}
func (d *DebugContext) TexSubImage2D(arg0 uint32, arg1 int32, arg2 int32, arg3 int32, arg4 int32, arg5 int32, arg6 uint32, arg7 uint32, arg8 []uint8) {
d.Context.TexSubImage2D(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
fmt.Fprintln(os.Stderr, "TexSubImage2D")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at TexSubImage2D", e))
}
}
func (d *DebugContext) Uniform1fv(arg0 int32, arg1 []float32) {
d.Context.Uniform1fv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform1fv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform1fv", e))
}
}
func (d *DebugContext) Uniform1i(arg0 int32, arg1 int32) {
d.Context.Uniform1i(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform1i")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform1i", e))
}
}
func (d *DebugContext) Uniform1iv(arg0 int32, arg1 []int32) {
d.Context.Uniform1iv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform1iv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform1iv", e))
}
}
func (d *DebugContext) Uniform2fv(arg0 int32, arg1 []float32) {
d.Context.Uniform2fv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform2fv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform2fv", e))
}
}
func (d *DebugContext) Uniform2iv(arg0 int32, arg1 []int32) {
d.Context.Uniform2iv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform2iv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform2iv", e))
}
}
func (d *DebugContext) Uniform3fv(arg0 int32, arg1 []float32) {
d.Context.Uniform3fv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform3fv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform3fv", e))
}
}
func (d *DebugContext) Uniform3iv(arg0 int32, arg1 []int32) {
d.Context.Uniform3iv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform3iv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform3iv", e))
}
}
func (d *DebugContext) Uniform4fv(arg0 int32, arg1 []float32) {
d.Context.Uniform4fv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform4fv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform4fv", e))
}
}
func (d *DebugContext) Uniform4iv(arg0 int32, arg1 []int32) {
d.Context.Uniform4iv(arg0, arg1)
fmt.Fprintln(os.Stderr, "Uniform4iv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Uniform4iv", e))
}
}
func (d *DebugContext) UniformMatrix2fv(arg0 int32, arg1 []float32) {
d.Context.UniformMatrix2fv(arg0, arg1)
fmt.Fprintln(os.Stderr, "UniformMatrix2fv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at UniformMatrix2fv", e))
}
}
func (d *DebugContext) UniformMatrix3fv(arg0 int32, arg1 []float32) {
d.Context.UniformMatrix3fv(arg0, arg1)
fmt.Fprintln(os.Stderr, "UniformMatrix3fv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at UniformMatrix3fv", e))
}
}
func (d *DebugContext) UniformMatrix4fv(arg0 int32, arg1 []float32) {
d.Context.UniformMatrix4fv(arg0, arg1)
fmt.Fprintln(os.Stderr, "UniformMatrix4fv")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at UniformMatrix4fv", e))
}
}
func (d *DebugContext) UseProgram(arg0 uint32) {
d.Context.UseProgram(arg0)
fmt.Fprintln(os.Stderr, "UseProgram")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at UseProgram", e))
}
}
func (d *DebugContext) VertexAttribPointer(arg0 uint32, arg1 int32, arg2 uint32, arg3 bool, arg4 int32, arg5 int) {
d.Context.VertexAttribPointer(arg0, arg1, arg2, arg3, arg4, arg5)
fmt.Fprintln(os.Stderr, "VertexAttribPointer")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at VertexAttribPointer", e))
}
}
func (d *DebugContext) Viewport(arg0 int32, arg1 int32, arg2 int32, arg3 int32) {
d.Context.Viewport(arg0, arg1, arg2, arg3)
fmt.Fprintln(os.Stderr, "Viewport")
if e := d.Context.GetError(); e != NO_ERROR {
panic(fmt.Sprintf("gl: GetError() returned %d at Viewport", e))
}
}