Example/GLSL Program Link Error Testing: Difference between revisions

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mNo edit summary
Using bad coding style (ie: not initializing variables) is NOT simplifying.
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GLuint program = glCreateProgram();
GLuint program = glCreateProgram();


// Attach shaders as necessary.
//Attach shaders as necessary.
glAttachShader(program, ...);
glAttachShader(program, ...);
...
...


// Link the program.
//Link the program.
glLinkProgram(program);
glLinkProgram(program);


GLint isLinked;
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if(isLinked == GL_FALSE)
if(isLinked == GL_FALSE)
{
{
GLint maxLength;
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);


// The maxLength includes the NULL character
//The maxLength includes the NULL character
GLchar infoLog[maxLength];
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, infoLog);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);


// Provide the infolog in whatever manner you deem best.
//The program is useless now. So delete it.
 
// The program is useless now. So delete it.
glDeleteProgram(program);
glDeleteProgram(program);


// Exit with failure.
//Provide the infolog in whatever manor you deem best.
//Exit with failure.
return;
return;
}
}
</source>
</source>
<noinclude>[[Category:Example Code]]</noinclude>
<noinclude>[[Category:Example Code]]</noinclude>

Revision as of 14:27, 6 December 2014

Program Linking error checking.

GLuint program = glCreateProgram();

//Attach shaders as necessary.
glAttachShader(program, ...);
...

//Link the program.
glLinkProgram(program);

GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if(isLinked == GL_FALSE)
{
	GLint maxLength = 0;
	glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);

	//The maxLength includes the NULL character
	std::vector<GLchar> infoLog(maxLength);
	glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);

	//The program is useless now. So delete it.
	glDeleteProgram(program);

	//Provide the infolog in whatever manor you deem best.
	//Exit with failure.
	return;
}