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>
This commit is contained in:
parent
7b36f171d0
commit
6d2e73b314
|
@ -2970,6 +2970,8 @@ shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
|
|||
|
||||
shader->vertex_shader =
|
||||
compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
|
||||
if (shader->vertex_shader == GL_NONE)
|
||||
return -1;
|
||||
|
||||
if (renderer->fragment_shader_debug) {
|
||||
sources[0] = fragment_source;
|
||||
|
@ -2984,6 +2986,8 @@ shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
|
|||
|
||||
shader->fragment_shader =
|
||||
compile_shader(GL_FRAGMENT_SHADER, count, sources);
|
||||
if (shader->fragment_shader == GL_NONE)
|
||||
return -1;
|
||||
|
||||
shader->program = glCreateProgram();
|
||||
glAttachShader(shader->program, shader->vertex_shader);
|
||||
|
|
Loading…
Reference in New Issue