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

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