diff --git a/Userland/Libraries/LibGL/Tex/Texture2D.cpp b/Userland/Libraries/LibGL/Tex/Texture2D.cpp index d3abc4fd33..c62d7c465e 100644 --- a/Userland/Libraries/LibGL/Tex/Texture2D.cpp +++ b/Userland/Libraries/LibGL/Tex/Texture2D.cpp @@ -13,9 +13,7 @@ namespace GL { void Texture2D::download_texture_data(GLuint lod, GPU::ImageDataLayout output_layout, GLvoid* pixels) { - if (device_image().is_null()) - return; - + VERIFY(!device_image().is_null()); device_image()->read_texels(0, lod, { 0, 0, 0 }, pixels, output_layout); } @@ -42,8 +40,7 @@ void Texture2D::replace_sub_texture_data(GLuint lod, GPU::ImageDataLayout input_ // FIXME: We currently depend on the first glTexImage2D call to attach an image to mipmap level 0, which initializes the GPU image // Ideally we would create separate GPU images for each level and merge them into a final image // once used for rendering for the first time. - if (device_image().is_null()) - return; + VERIFY(!device_image().is_null()); device_image()->write_texels(0, lod, output_offset, pixels, input_layout); } diff --git a/Userland/Libraries/LibGL/Texture.cpp b/Userland/Libraries/LibGL/Texture.cpp index 477fe61e3d..75fd4bbbcc 100644 --- a/Userland/Libraries/LibGL/Texture.cpp +++ b/Userland/Libraries/LibGL/Texture.cpp @@ -405,8 +405,7 @@ void GLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) // We assume GL_TEXTURE_2D (see above) auto texture_2d = m_active_texture_unit->texture_2d_target_texture(); - if (texture_2d.is_null()) - return; + VERIFY(!texture_2d.is_null()); switch (pname) { case GL_TEXTURE_MIN_FILTER: @@ -495,7 +494,8 @@ void GLContext::gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, G // A 2D texture array must have been defined by a previous glTexImage2D operation auto texture_2d = m_active_texture_unit->texture_2d_target_texture(); - RETURN_WITH_ERROR_IF(texture_2d.is_null(), GL_INVALID_OPERATION); + VERIFY(!texture_2d.is_null()); + RETURN_WITH_ERROR_IF(texture_2d->device_image().is_null(), GL_INVALID_OPERATION); auto pixel_type_or_error = get_validated_pixel_type(target, texture_2d->internal_format(), format, type); RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code()); @@ -529,19 +529,13 @@ void GLContext::sync_device_sampler_config() for (unsigned i = 0; i < m_texture_units.size(); ++i) { auto const& texture_unit = m_texture_units[i]; - if (!texture_unit.texture_2d_enabled()) continue; GPU::SamplerConfig config; auto texture_2d = texture_unit.texture_2d_target_texture(); - if (texture_2d.is_null()) { - config.bound_image = nullptr; - m_rasterizer->set_sampler_config(i, config); - continue; - } - + VERIFY(!texture_2d.is_null()); config.bound_image = texture_2d->device_image(); auto const& sampler = texture_2d->sampler();