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OGL: Get rid of error macros
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@ -113,46 +113,3 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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return programID;
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}
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GLenum OpenGL_ReportGLError(const char *function, const char *file, int line)
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{
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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{
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ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n",
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file, line, function, err);
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}
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return err;
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}
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bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
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{
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GLenum fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (fbo_status != GL_FRAMEBUFFER_COMPLETE)
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{
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const char *error = "unknown error";
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switch (fbo_status)
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{
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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error = "INCOMPLETE_ATTACHMENT";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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error = "INCOMPLETE_MISSING_ATTACHMENT";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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error = "INCOMPLETE_DRAW_BUFFER";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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error = "INCOMPLETE_READ_BUFFER";
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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error = "UNSUPPORTED";
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break;
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}
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ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL FBO error - %s\n",
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file, line, function, error);
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return false;
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}
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return true;
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}
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