Make shader compilation errors fatal for GL

This commit is contained in:
Jack Andersen 2017-11-24 12:07:23 -10:00
parent 4aa662cd67
commit 3c90192351
1 changed files with 5 additions and 5 deletions

View File

@ -584,7 +584,7 @@ public:
glGetProgramiv(m_prog, GL_INFO_LOG_LENGTH, &logLen); glGetProgramiv(m_prog, GL_INFO_LOG_LENGTH, &logLen);
std::unique_ptr<char[]> log(new char[logLen]); std::unique_ptr<char[]> log(new char[logLen]);
glGetProgramInfoLog(m_prog, logLen, nullptr, log.get()); glGetProgramInfoLog(m_prog, logLen, nullptr, log.get());
Log.report(logvisor::Error, "unable to link shader program\n%s\n", log.get()); Log.report(logvisor::Fatal, "unable to link shader program\n%s\n", log.get());
return 0; return 0;
} }
@ -724,7 +724,7 @@ ObjToken<IShaderPipeline> GLDataFactory::Context::newShaderPipeline
GLuint sobj = glCreateShader(GL_VERTEX_SHADER); GLuint sobj = glCreateShader(GL_VERTEX_SHADER);
if (!sobj) if (!sobj)
{ {
Log.report(logvisor::Error, "unable to create vert shader"); Log.report(logvisor::Fatal, "unable to create vert shader");
return {}; return {};
} }
@ -737,7 +737,7 @@ ObjToken<IShaderPipeline> GLDataFactory::Context::newShaderPipeline
glGetShaderiv(sobj, GL_INFO_LOG_LENGTH, &logLen); glGetShaderiv(sobj, GL_INFO_LOG_LENGTH, &logLen);
std::unique_ptr<char[]> log(new char[logLen]); std::unique_ptr<char[]> log(new char[logLen]);
glGetShaderInfoLog(sobj, logLen, nullptr, log.get()); glGetShaderInfoLog(sobj, logLen, nullptr, log.get());
Log.report(logvisor::Error, "unable to compile vert source\n%s\n%s\n", log.get(), vertSource); Log.report(logvisor::Fatal, "unable to compile vert source\n%s\n%s\n", log.get(), vertSource);
return {}; return {};
} }
@ -756,7 +756,7 @@ ObjToken<IShaderPipeline> GLDataFactory::Context::newShaderPipeline
GLuint sobj = glCreateShader(GL_FRAGMENT_SHADER); GLuint sobj = glCreateShader(GL_FRAGMENT_SHADER);
if (!sobj) if (!sobj)
{ {
Log.report(logvisor::Error, "unable to create frag shader"); Log.report(logvisor::Fatal, "unable to create frag shader");
return {}; return {};
} }
@ -769,7 +769,7 @@ ObjToken<IShaderPipeline> GLDataFactory::Context::newShaderPipeline
glGetShaderiv(sobj, GL_INFO_LOG_LENGTH, &logLen); glGetShaderiv(sobj, GL_INFO_LOG_LENGTH, &logLen);
std::unique_ptr<char[]> log(new char[logLen]); std::unique_ptr<char[]> log(new char[logLen]);
glGetShaderInfoLog(sobj, logLen, nullptr, log.get()); glGetShaderInfoLog(sobj, logLen, nullptr, log.get());
Log.report(logvisor::Error, "unable to compile frag source\n%s\n%s\n", log.get(), fragSource); Log.report(logvisor::Fatal, "unable to compile frag source\n%s\n%s\n", log.get(), fragSource);
return {}; return {};
} }