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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		| @@ -13,15 +13,17 @@ namespace Impl { | ||||
| static void SetShaderUniformBlockBinding(GLuint shader, const char* name, | ||||
|                                          Maxwell3D::Regs::ShaderStage binding, | ||||
|                                          size_t expected_size) { | ||||
|     GLuint ub_index = glGetUniformBlockIndex(shader, name); | ||||
|     if (ub_index != GL_INVALID_INDEX) { | ||||
|     const GLuint ub_index = glGetUniformBlockIndex(shader, name); | ||||
|     if (ub_index == GL_INVALID_INDEX) { | ||||
|         return; | ||||
|     } | ||||
|  | ||||
|     GLint ub_size = 0; | ||||
|     glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size); | ||||
|     ASSERT_MSG(static_cast<size_t>(ub_size) == expected_size, | ||||
|                "Uniform block size did not match! Got {}, expected {}", ub_size, expected_size); | ||||
|     glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding)); | ||||
| } | ||||
| } | ||||
|  | ||||
| void SetShaderUniformBlockBindings(GLuint shader) { | ||||
|     SetShaderUniformBlockBinding(shader, "vs_config", Maxwell3D::Regs::ShaderStage::Vertex, | ||||
|   | ||||
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