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OGL: Get rid of error macros
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@ -63,14 +63,11 @@ void VertexManager::CreateDeviceObjects()
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void VertexManager::DestroyDeviceObjects()
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{
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GL_REPORT_ERRORD();
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glBindBuffer(GL_ARRAY_BUFFER, 0 );
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
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GL_REPORT_ERROR();
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delete s_vertexBuffer;
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delete s_indexBuffer;
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GL_REPORT_ERROR();
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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@ -140,7 +137,6 @@ void VertexManager::vFlush(bool useDstAlpha)
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}
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PrepareDrawBuffers(stride);
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GL_REPORT_ERRORD();
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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@ -161,7 +157,6 @@ void VertexManager::vFlush(bool useDstAlpha)
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// setup the pointers
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nativeVertexFmt->SetupVertexPointers();
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GL_REPORT_ERRORD();
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Draw(stride);
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@ -214,8 +209,6 @@ void VertexManager::vFlush(bool useDstAlpha)
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g_Config.iSaveTargetId++;
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ClearEFBCache();
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GL_REPORT_ERRORD();
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}
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