Remove old debug code

This commit is contained in:
Shylie 2024-05-14 20:07:19 -05:00
parent 4f5bc7b5cd
commit 02b1532fdd

View File

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