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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:
Yuri Kunde Schlesner 2014-10-21 16:07:39 -02:00
parent 09fa3aa338
commit 15c59f3974

View file

@ -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);
if (info_log_length > 1) {
std::vector<char> vertex_shader_error(info_log_length); std::vector<char> vertex_shader_error(info_log_length);
glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]); glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
if (info_log_length > 1) {
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);
if (info_log_length > 1) {
std::vector<char> fragment_shader_error(info_log_length); std::vector<char> fragment_shader_error(info_log_length);
glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]); glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
if (info_log_length > 1) {
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]);
} }