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Propagate shader compile/link errors
And silence the no-error case.
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parent
bf6ceda545
commit
a946821b4f
3 changed files with 28 additions and 10 deletions
32
compositor.c
32
compositor.c
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@ -801,27 +801,36 @@ static const char fragment_shader[] =
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" gl_FragColor = texture2D(tex, v_texcoord)\n;"
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"}\n";
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static void
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static int
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init_shaders(struct wlsc_compositor *ec)
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{
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GLuint v, f, program;
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const char *p;
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char msg[512];
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GLfloat vertices[4 * 5];
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GLint status;
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p = vertex_shader;
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v = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v, 1, &p, NULL);
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glCompileShader(v);
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glGetShaderInfoLog(v, sizeof msg, NULL, msg);
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printf("vertex shader info: %s\n", msg);
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glGetShaderiv(v, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(v, sizeof msg, NULL, msg);
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fprintf(stderr, "vertex shader info: %s\n", msg);
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return -1;
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}
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p = fragment_shader;
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f = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f, 1, &p, NULL);
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glCompileShader(f);
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glGetShaderInfoLog(f, sizeof msg, NULL, msg);
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printf("fragment shader info: %s\n", msg);
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glGetShaderiv(f, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(f, sizeof msg, NULL, msg);
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fprintf(stderr, "fragment shader info: %s\n", msg);
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return -1;
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}
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program = glCreateProgram();
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glAttachShader(program, v);
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@ -830,8 +839,12 @@ init_shaders(struct wlsc_compositor *ec)
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glBindAttribLocation(program, 1, "texcoord");
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glLinkProgram(program);
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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printf("info: %s\n", msg);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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fprintf(stderr, "link info: %s\n", msg);
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return -1;
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}
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glUseProgram(program);
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ec->proj_uniform = glGetUniformLocation(program, "proj");
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@ -864,6 +877,8 @@ init_shaders(struct wlsc_compositor *ec)
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glGenBuffers(1, &ec->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, ec->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW);
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return 0;
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}
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static const struct wl_interface visual_interface = {
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@ -938,7 +953,8 @@ wlsc_compositor_init(struct wlsc_compositor *ec, struct wl_display *display)
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glGenFramebuffers(1, &ec->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, ec->fbo);
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glActiveTexture(GL_TEXTURE0);
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init_shaders(ec);
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if (init_shaders(ec) < 0)
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return -1;
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loop = wl_display_get_event_loop(ec->wl_display);
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ec->timer_source = wl_event_loop_add_timer(loop, repaint, ec);
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