Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104)
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@ -895,13 +895,15 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Create shaders
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// Create shaders
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const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
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const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
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GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
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GLuint vert_handle;
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GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
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glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
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glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
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glCompileShader(vert_handle);
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glCompileShader(vert_handle);
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CheckShader(vert_handle, "vertex shader");
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CheckShader(vert_handle, "vertex shader");
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const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
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const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
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GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint frag_handle;
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GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
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glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
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glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
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glCompileShader(frag_handle);
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glCompileShader(frag_handle);
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CheckShader(frag_handle, "fragment shader");
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CheckShader(frag_handle, "fragment shader");
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