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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
OGL: Fix brace and body placements
Also got rid of void argument specifiers. These are a carryover from C.
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@ -54,13 +54,20 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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GLsizei stringBufferUsage = 0;
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glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
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} else if (!Result) {
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
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} else {
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}
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else
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{
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DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
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}
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bool shader_errors = !Result;
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#endif
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@ -70,13 +77,20 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
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} else if (!Result) {
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
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} else {
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}
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else
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{
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DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
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}
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shader_errors |= !Result;
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#endif
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@ -87,9 +101,13 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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} else if (!Result && !shader_errors) {
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}
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else if (!Result && !shader_errors)
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{
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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}
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#endif
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