OGL: Fix brace and body placements

Also got rid of void argument specifiers. These are a carryover from C.
This commit is contained in:
Lioncash
2014-08-15 14:09:53 -04:00
parent d5d5580424
commit 960b54670c
16 changed files with 221 additions and 90 deletions

View File

@ -54,13 +54,20 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
GLsizei stringBufferUsage = 0;
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
} else if (!Result) {
}
else if (!Result)
{
ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
} else {
}
else
{
DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
}
bool shader_errors = !Result;
#endif
@ -70,13 +77,20 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
} else if (!Result) {
}
else if (!Result)
{
ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
} else {
}
else
{
DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
}
shader_errors |= !Result;
#endif
@ -87,9 +101,13 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
} else if (!Result && !shader_errors) {
}
else if (!Result && !shader_errors)
{
ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
}
#endif