REVIEWED: Issue with shader linkage

This commit is contained in:
Ray 2022-11-29 10:45:10 +01:00
parent 50a716c0d9
commit 2edf5a9584
2 changed files with 11 additions and 6 deletions

View File

@ -2446,10 +2446,6 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
{
Shader shader = { 0 };
shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
shader.id = rlLoadShaderCode(vsCode, fsCode);
@ -2465,6 +2461,11 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
// vertex texcoord2 location = 5
// NOTE: If any location is not found, loc point becomes -1
shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
// All locations reseted to -1 (no location)
for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Get handles to GLSL input attibute locations
shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
@ -2497,6 +2498,8 @@ void UnloadShader(Shader shader)
if (shader.id != rlGetShaderIdDefault())
{
rlUnloadShaderProgram(shader.id);
// NOTE: If shader loading failed, it should be 0
RL_FREE(shader.locs);
}
}

View File

@ -3643,12 +3643,14 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
// NOTE: We detach shader before deletion to make sure memory is freed
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
glDetachShader(id, vertexShaderId);
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
glDetachShader(id, fragmentShaderId);
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}