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The new async APIs were just checking the link status, and printing the linker error. Because drivers commonly do all that in a single step, without really separating compilation from linking (or at least that's what I thought?), I assumed the linker error would contain *also* the compilation error, if any. But on a quick check with Mesa that's not the case, I only get "error: linking with uncompiled/unspecialized shader", which is very useless. Which means, to get proper error output, the checkLink() function now explicitly takes a list of the input shaders. It will unconditionally go through them at the beginning and call checkCompile() on each. To further encourage the shaders to be passed, there's no default argument -- so if the application calls checkCompile() on its own for some reason, it has to pass an empty list to checkLink().pull/589/head
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