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_COMPILE_STATUS, &result);
|
||||||
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
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) {
|
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]);
|
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_COMPILE_STATUS, &result);
|
||||||
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
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) {
|
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]);
|
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_LINK_STATUS, &result);
|
||||||
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
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) {
|
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]);
|
DEBUG_LOG(GPU, "%s", &program_error[0]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue