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gl-renderer: Fail earlier if shader compilation fails
If we can't compile our shaders, there's no point trying to link them. Signed-off-by: Daniel Stone <daniels@collabora.com>
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1 changed files with 4 additions and 0 deletions
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@ -2970,6 +2970,8 @@ shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
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shader->vertex_shader =
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compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
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if (shader->vertex_shader == GL_NONE)
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return -1;
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if (renderer->fragment_shader_debug) {
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sources[0] = fragment_source;
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@ -2984,6 +2986,8 @@ shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
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shader->fragment_shader =
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compile_shader(GL_FRAGMENT_SHADER, count, sources);
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if (shader->fragment_shader == GL_NONE)
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return -1;
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shader->program = glCreateProgram();
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glAttachShader(shader->program, shader->vertex_shader);
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