Consistency and fixing thread unit tests

This commit is contained in:
2026-06-01 11:33:27 -05:00
parent db9cc0f4c6
commit df48c8e500
14 changed files with 38 additions and 33 deletions
+9 -9
View File
@@ -40,14 +40,14 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
glShaderSource(shader->vertexShaderId, 1, &def->vert, NULL);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
glCompileShader(shader->vertexShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
@@ -64,14 +64,14 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
// Create fragment shader
shader->fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
glShaderSource(shader->fragmentShaderId, 1, &def->frag, NULL);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
@@ -79,7 +79,7 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
glCompileShader(shader->fragmentShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
@@ -97,7 +97,7 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
// Create shader program
shader->shaderProgramId = glCreateProgram();
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
@@ -105,7 +105,7 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
glAttachShader(shader->shaderProgramId, shader->vertexShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
@@ -114,7 +114,7 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
glAttachShader(shader->shaderProgramId, shader->fragmentShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
@@ -123,7 +123,7 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
glLinkProgram(shader->shaderProgramId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
if(errorIsNotOk(err)) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);