GLint savedFBO;
GLint savedTexUnit;
- GR_GL(GetIntegerv(GL_ACTIVE_TEXTURE, &savedTexUnit));
- GR_GL(GetIntegerv(GR_FRAMEBUFFER_BINDING, &savedFBO));
+ GR_GL_GetIntegerv(GL_ACTIVE_TEXTURE, &savedTexUnit);
+ GR_GL_GetIntegerv(GR_FRAMEBUFFER_BINDING, &savedFBO);
GR_GL(ActiveTexture(GL_TEXTURE0 + SPARE_TEX_UNIT));
// we only use textures in the fragment stage currently.
// checks are > to make sure we have a spare unit.
#if GR_SUPPORT_GLDESKTOP || GR_SUPPORT_GLES2
- GR_GL(GetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits));
+ GR_GL_GetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
GrAssert(maxTextureUnits > kNumStages);
#endif
#if GR_SUPPORT_GLDESKTOP || GR_SUPPORT_GLES1
- GR_GL(GetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextureUnits));
+ GR_GL_GetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextureUnits);
GrAssert(maxTextureUnits > kNumStages);
#endif