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driver-gl: re-indent misleading if-else statement
There was a very, very, very misleading if else statement using no braces for a single statement if block, followed by a blank line *and* followed by a comment before the else which was aligned to the 'if' column, all leading you to believe on first glance that there is no else block. The fact that Neil and I were both separately mislead by this, this week, is a pretty compelling reason to clarify this by deleting the blank line, and moving the comment inside the else block. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 96d9ea78eb56269c0de5283a5302ab095d8bdfce)
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@ -468,32 +468,35 @@ _cogl_driver_update_features (CoglContext *ctx,
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flags |= COGL_FEATURE_SHADERS_GLSL;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
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}
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/* If all of the old GLSL extensions are available then we can fake
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* the GL 2.0 GLSL support by diverting to the old function names */
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else if (ctx->glCreateProgramObject && /* GL_ARB_shader_objects */
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else
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{
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/* If all of the old GLSL extensions are available then we can fake
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* the GL 2.0 GLSL support by diverting to the old function names */
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if (ctx->glCreateProgramObject && /* GL_ARB_shader_objects */
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ctx->glVertexAttribPointer && /* GL_ARB_vertex_shader */
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_cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
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{
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ctx->glCreateShader = ctx->glCreateShaderObject;
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ctx->glCreateProgram = ctx->glCreateProgramObject;
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ctx->glDeleteShader = ctx->glDeleteObject;
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ctx->glDeleteProgram = ctx->glDeleteObject;
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ctx->glAttachShader = ctx->glAttachObject;
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ctx->glUseProgram = ctx->glUseProgramObject;
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ctx->glGetProgramInfoLog = ctx->glGetInfoLog;
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ctx->glGetShaderInfoLog = ctx->glGetInfoLog;
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ctx->glGetShaderiv = ctx->glGetObjectParameteriv;
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ctx->glGetProgramiv = ctx->glGetObjectParameteriv;
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ctx->glDetachShader = ctx->glDetachObject;
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ctx->glGetAttachedShaders = ctx->glGetAttachedObjects;
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/* FIXME: there doesn't seem to be an equivalent for glIsShader
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* and glIsProgram. This doesn't matter for now because Cogl
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* doesn't use these but if we add support for simulating a
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* GLES2 context on top of regular GL then we'll need to do
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* something here */
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{
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ctx->glCreateShader = ctx->glCreateShaderObject;
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ctx->glCreateProgram = ctx->glCreateProgramObject;
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ctx->glDeleteShader = ctx->glDeleteObject;
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ctx->glDeleteProgram = ctx->glDeleteObject;
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ctx->glAttachShader = ctx->glAttachObject;
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ctx->glUseProgram = ctx->glUseProgramObject;
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ctx->glGetProgramInfoLog = ctx->glGetInfoLog;
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ctx->glGetShaderInfoLog = ctx->glGetInfoLog;
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ctx->glGetShaderiv = ctx->glGetObjectParameteriv;
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ctx->glGetProgramiv = ctx->glGetObjectParameteriv;
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ctx->glDetachShader = ctx->glDetachObject;
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ctx->glGetAttachedShaders = ctx->glGetAttachedObjects;
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/* FIXME: there doesn't seem to be an equivalent for glIsShader
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* and glIsProgram. This doesn't matter for now because Cogl
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* doesn't use these but if we add support for simulating a
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* GLES2 context on top of regular GL then we'll need to do
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* something here */
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flags |= COGL_FEATURE_SHADERS_GLSL;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
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flags |= COGL_FEATURE_SHADERS_GLSL;
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COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
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}
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}
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if ((COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) ||
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