Example/GLSL Shader Compile Error Testing: Difference between revisions
< Example
mNo edit summary |
mNo edit summary |
||
Line 17: | Line 17: | ||
// The maxLength includes the NULL character | // The maxLength includes the NULL character | ||
std::vector< | std::vector<GLchar> errorLog(maxLength); | ||
glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]); | glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]); | ||
Revision as of 01:51, 30 November 2014
Shader compilation error checking.
GLuint shader = glCreateShader(...);
// Get strings for glShaderSource.
glShaderSource(shader, ...);
glCompileShader(shader);
GLint isCompiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
// Provide the infolog in whatever manor you deem best.
// Exit with failure.
glDeleteShader(shader); // Don't leak the shader.
return;
}
// Shader compilation is successful.