Only check OpenGL shader log if size is >1.
This prevents a crash when the buffer size returned by the driver is 0, in which case no space is allocated to store even the NULL byte and glGetShaderInfoLog errors out. Thanks to @Relys for the bug report.
This commit is contained in:
parent
09fa3aa338
commit
15c59f3974
1 changed files with 6 additions and 9 deletions
|
@ -29,10 +29,9 @@ GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
|
|||
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
|
||||
std::vector<char> vertex_shader_error(info_log_length);
|
||||
glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
|
||||
|
||||
if (info_log_length > 1) {
|
||||
std::vector<char> vertex_shader_error(info_log_length);
|
||||
glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
|
||||
DEBUG_LOG(GPU, "%s", &vertex_shader_error[0]);
|
||||
}
|
||||
|
||||
|
@ -46,10 +45,9 @@ GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
|
|||
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
|
||||
std::vector<char> fragment_shader_error(info_log_length);
|
||||
glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
|
||||
|
||||
if (info_log_length > 1) {
|
||||
std::vector<char> fragment_shader_error(info_log_length);
|
||||
glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
|
||||
DEBUG_LOG(GPU, "%s", &fragment_shader_error[0]);
|
||||
}
|
||||
|
||||
|
@ -65,10 +63,9 @@ GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
|
|||
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
|
||||
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
|
||||
std::vector<char> program_error(std::max(info_log_length, int(1)));
|
||||
glGetProgramInfoLog(program_id, info_log_length, NULL, &program_error[0]);
|
||||
|
||||
if (info_log_length > 1) {
|
||||
std::vector<char> program_error(info_log_length);
|
||||
glGetProgramInfoLog(program_id, info_log_length, NULL, &program_error[0]);
|
||||
DEBUG_LOG(GPU, "%s", &program_error[0]);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue