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