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https://git.shylie.info/shylie/glerminal.git
synced 2024-11-21 16:40:04 +00:00
Remove old debug code
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4f5bc7b5cd
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@ -386,43 +386,36 @@ namespace glerminal
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glCompileShader(fragment_shader);
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int success;
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char info_log[512] = {};
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// verify compile
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertex_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
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glDeleteShader(vertex_shader);
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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using namespace std::string_literals;
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throw std::runtime_error("Could not compile vertex shader: "s + info_log);
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throw std::runtime_error("Could not compile vertex shader.");
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}
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(geometry_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
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glDeleteShader(vertex_shader);
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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using namespace std::string_literals;
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throw std::runtime_error("Could not compile geometry shader: "s + info_log);
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throw std::runtime_error("Could not compile geometry shader.");
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}
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
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glDeleteShader(vertex_shader);
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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using namespace std::string_literals;
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throw std::runtime_error("Could not compile fragment shader: "s + info_log);
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throw std::runtime_error("Could not compile fragment shader.");
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}
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// link
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@ -439,11 +432,9 @@ namespace glerminal
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glGetProgramiv(m_program, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(m_program, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
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glDeleteProgram(m_program);
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using namespace std::string_literals;
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throw std::runtime_error("Could not link shader program: "s + info_log);
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throw std::runtime_error("Could not link shader program.");
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}
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// setup uniforms
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@ -470,23 +461,19 @@ namespace glerminal
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glGetShaderiv(screen_vertex_shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(screen_vertex_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
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glDeleteShader(screen_vertex_shader);
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glDeleteShader(screen_fragment_shader);
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using namespace std::string_literals;
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throw std::runtime_error("Could not compile screen vertex shader: "s + info_log);
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throw std::runtime_error("Could not compile screen vertex shader.");
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}
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glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(screen_fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
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glDeleteShader(screen_vertex_shader);
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glDeleteShader(screen_fragment_shader);
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using namespace std::string_literals;
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throw std::runtime_error("Could not compile screen fragment shader: "s + info_log);
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throw std::runtime_error("Could not compile screen fragment shader.");
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}
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// link
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@ -501,11 +488,9 @@ namespace glerminal
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glGetProgramiv(m_screen_program, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(m_screen_program, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
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glDeleteProgram(m_screen_program);
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using namespace std::string_literals;
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throw std::runtime_error("Could not link screen shader program: "s + info_log);
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throw std::runtime_error("Could not link screen shader program.");
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}
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// setup uniforms later
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