Add GL_DEBUG config that falls back to ODIN_DEBUG to preserve previous behaviour, but allows debug builds without OpenGL debug features

This commit is contained in:
Joakim Hentula
2022-09-02 13:30:45 +01:00
parent 57dea0e4d8
commit 0efc79bcb9
3 changed files with 4 additions and 2 deletions

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@@ -1,5 +1,7 @@
package odin_gl
GL_DEBUG :: #config(GL_DEBUG, ODIN_DEBUG)
FALSE :: false
TRUE :: true

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@@ -46,7 +46,7 @@ get_last_error_message :: proc() -> (compile_message: string, compile_type: Shad
// Shader checking and linking checking are identical
// except for calling differently named GL functions
// it's a bit ugly looking, but meh
when ODIN_DEBUG {
when GL_DEBUG {
import "core:runtime"
@private

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@@ -2,7 +2,7 @@ package odin_gl
#assert(size_of(bool) == size_of(u8))
when !ODIN_DEBUG {
when !GL_DEBUG {
// VERSION_1_0
CullFace :: proc "c" (mode: u32) { impl_CullFace(mode) }
FrontFace :: proc "c" (mode: u32) { impl_FrontFace(mode) }