Example/GLSL Shader Compile Error Testing: Difference between revisions
< Example
mNo edit summary |
Using bad coding style (ie: not initializing variables) is NOT simplifying. |
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glCompileShader(shader); | glCompileShader(shader); | ||
GLint isCompiled; | GLint isCompiled = 0; | ||
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); | glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); | ||
if(isCompiled == GL_FALSE) | if(isCompiled == GL_FALSE) | ||
{ | { | ||
GLint maxLength; | GLint maxLength = 0; | ||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); | ||
// The maxLength includes the NULL character | // The maxLength includes the NULL character | ||
GLchar errorLog | std::vector<GLchar> errorLog(maxLength); | ||
glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog); | glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]); | ||
// Provide the infolog in whatever manor you deem best. | |||
// Exit with failure. | // Exit with failure. | ||
glDeleteShader(shader); // Don't leak the shader. | glDeleteShader(shader); // Don't leak the shader. |
Latest revision as of 14:21, 6 December 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.