rsLib cleanup
Change-Id: Ifb66059338e3435ac79435296a650c44699921aa
diff --git a/driver/rsdShader.cpp b/driver/rsdShader.cpp
index 1710a8b..371266b 100644
--- a/driver/rsdShader.cpp
+++ b/driver/rsdShader.cpp
@@ -377,7 +377,7 @@
glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
}
- rsc->checkError("Sampler::setupGL2 tex env");
+ rsdGLCheckError(rsc, "Sampler::setup tex env");
}
void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
@@ -385,8 +385,10 @@
return;
}
+ RsdHal *dc = (RsdHal *)rsc->mHal.drv;
+
uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
- uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
+ uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
if (numTexturesToBind >= numTexturesAvailable) {
LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
@@ -408,7 +410,7 @@
rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
}
glBindTexture(target, mRSProgram->mHal.state.textures[ct]->getTextureID());
- rsc->checkError("ProgramFragment::setupGL2 tex bind");
+ rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
if (mRSProgram->mHal.state.samplers[ct].get()) {
setupSampler(rsc, mRSProgram->mHal.state.samplers[ct].get(), mRSProgram->mHal.state.textures[ct].get());
} else {
@@ -416,16 +418,16 @@
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- rsc->checkError("ProgramFragment::setupGL2 tex env");
+ rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
}
glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
- rsc->checkError("ProgramFragment::setupGL2 uniforms");
+ rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
}
glActiveTexture(GL_TEXTURE0);
mDirty = false;
- rsc->checkError("ProgramFragment::setupGL2");
+ rsdGLCheckError(rsc, "ProgramFragment::setup");
}
void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {