OGL: Get rid of error macros

This commit is contained in:
Lioncash
2014-10-26 04:53:22 -04:00
parent f895648eb9
commit 49b94e5285
12 changed files with 18 additions and 161 deletions

View File

@ -18,20 +18,6 @@ void InitInterface();
// Helpers
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
// Error reporting - use the convenient macros.
GLenum OpenGL_ReportGLError(const char *function, const char *file, int line);
bool OpenGL_ReportFBOError(const char *function, const char *file, int line);
#if defined(_DEBUG) || defined(DEBUGFAST)
#define GL_REPORT_ERROR() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
#define GL_REPORT_ERRORD() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
#define GL_REPORT_FBO_ERROR() OpenGL_ReportFBOError(__FUNCTION__, __FILE__, __LINE__)
#else
__forceinline GLenum GL_REPORT_ERROR() { return GL_NO_ERROR; }
#define GL_REPORT_ERRORD() (void)GL_NO_ERROR
#define GL_REPORT_FBO_ERROR() (void)true
#endif
// this should be removed in future, but as long as glsl is unstable, we should really read this messages
#if defined(_DEBUG) || defined(DEBUGFAST)
#define DEBUG_GLSL 1