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authorMarek Olšák <[email protected]>2019-05-09 21:04:23 -0400
committerMarek Olšák <[email protected]>2019-05-29 21:13:35 -0400
commitb5697c311b6f29dee40b96c48bad3279e3667c1e (patch)
treed0708cd5249ec8d3535bda8134f91ea79af2ffde /src/mesa/main/shaderapi.c
parent0f1b68ebeeee196ced42d8ac66d231338b507bad (diff)
Change a few frequented uses of DEBUG to !NDEBUG
debugoptimized builds don't define NDEBUG, but they also don't define DEBUG. We want to enable cheap debug code for these builds. I only chose those occurences that I care about. Reviewed-by: Mathias Fröhlich <[email protected]>
Diffstat (limited to 'src/mesa/main/shaderapi.c')
-rw-r--r--src/mesa/main/shaderapi.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 2cc5fe5d8f8..584af9b8cef 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -474,7 +474,7 @@ detach_shader(struct gl_context *ctx, GLuint program, GLuint shader,
shProg->Shaders = newList;
shProg->NumShaders = n - 1;
-#ifdef DEBUG
+#ifndef NDEBUG
/* sanity check - make sure the new list's entries are sensible */
for (j = 0; j < shProg->NumShaders; j++) {
assert(shProg->Shaders[j]->Stage == MESA_SHADER_VERTEX ||