Added ability to continue when GL shader compilation fails. Issue #327.

This commit is contained in:
Branimir Karadžić 2015-04-09 20:36:52 -07:00
parent fa2b5068f7
commit c15439b7cb

View file

@ -2853,12 +2853,15 @@ namespace bgfx { namespace gl
void ProgramGL::create(const ShaderGL& _vsh, const ShaderGL& _fsh)
{
m_id = glCreateProgram();
BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
BX_TRACE("Program create: GL%d: GL%d, GL%d", m_id, _vsh.m_id, _fsh.m_id);
const uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
const bool cached = s_renderGL->programFetchFromCache(m_id, id);
if (!cached)
{
GLint linked = 0;
if (0 == _vsh.m_id)
{
GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
@ -2868,8 +2871,6 @@ namespace bgfx { namespace gl
}
GL_CHECK(glLinkProgram(m_id) );
GLint linked = 0;
GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
if (0 == linked)
@ -2877,8 +2878,15 @@ namespace bgfx { namespace gl
char log[1024];
GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
BX_TRACE("%d: %s", linked, log);
}
}
if (0 == linked)
{
BX_WARN(0 != _vsh.m_id, "Invalid vertex/compute shader.");
GL_CHECK(glDeleteProgram(m_id) );
m_used[0] = Attrib::Count;
m_id = 0;
return;
}
@ -4188,6 +4196,7 @@ namespace bgfx { namespace gl
BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
GL_CHECK(glDeleteShader(m_id) );
m_id = 0;
BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
}
else if (BX_ENABLED(BGFX_CONFIG_DEBUG)
@ -5052,6 +5061,10 @@ namespace bgfx { namespace gl
{
programIdx = key.m_program;
GLuint id = invalidHandle == programIdx ? 0 : m_program[programIdx].m_id;
// Skip rendering if program index is valid, but program is invalid.
programIdx = 0 == id ? invalidHandle : programIdx;
GL_CHECK(glUseProgram(id) );
programChanged =
constantsChanged =