gl_shader_manager: Invert conditional in SetShaderUniformBlockBinding()
This lets us indent the majority of the code and places the error case first.
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1 changed files with 9 additions and 7 deletions
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@ -13,14 +13,16 @@ namespace Impl {
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static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
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static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
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Maxwell3D::Regs::ShaderStage binding,
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Maxwell3D::Regs::ShaderStage binding,
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size_t expected_size) {
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size_t expected_size) {
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GLuint ub_index = glGetUniformBlockIndex(shader, name);
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const GLuint ub_index = glGetUniformBlockIndex(shader, name);
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if (ub_index != GL_INVALID_INDEX) {
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if (ub_index == GL_INVALID_INDEX) {
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GLint ub_size = 0;
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return;
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glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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ASSERT_MSG(static_cast<size_t>(ub_size) == expected_size,
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"Uniform block size did not match! Got {}, expected {}", ub_size, expected_size);
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glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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}
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}
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GLint ub_size = 0;
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glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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ASSERT_MSG(static_cast<size_t>(ub_size) == expected_size,
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"Uniform block size did not match! Got {}, expected {}", ub_size, expected_size);
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glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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}
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}
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void SetShaderUniformBlockBindings(GLuint shader) {
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void SetShaderUniformBlockBindings(GLuint shader) {
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