forked from bartvdbraak/blender
OpenSubdiv: More graceful handling of shader compile/linking errors
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4f29613894
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145617c5eb
@ -85,7 +85,7 @@ const struct OpenSubdiv_TopologyRefinerDescr *openSubdiv_getGLMeshTopologyRefine
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OpenSubdiv_GLMesh *gl_mesh);
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/* ** Initialize/Deinitialize global OpenGL drawing buffers/GLSL programs ** */
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void openSubdiv_osdGLDisplayInit(void);
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bool openSubdiv_osdGLDisplayInit(void);
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void openSubdiv_osdGLDisplayDeinit(void);
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/* ** Evaluator API ** */
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@ -214,7 +214,7 @@ GLuint compileShader(GLenum shaderType,
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fprintf(stderr, "Section: %s\n", sdefine);
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fprintf(stderr, "Defines: %s\n", define);
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fprintf(stderr, "Source: %s\n", sources[2]);
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exit(1);
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return 0;
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}
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return shader;
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@ -225,12 +225,21 @@ GLuint linkProgram(const char *define)
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
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"VERTEX_SHADER",
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define);
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if (vertexShader == 0) {
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return 0;
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}
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GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
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"GEOMETRY_SHADER",
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define);
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if (geometryShader == 0) {
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return 0;
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}
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
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"FRAGMENT_SHADER",
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define);
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if (fragmentShader == 0) {
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return 0;
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}
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GLuint program = glCreateProgram();
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@ -279,7 +288,8 @@ GLuint linkProgram(const char *define)
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glGetProgramInfoLog(program, sizeof(emsg), 0, emsg);
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fprintf(stderr, "Error linking GLSL program : %s\n", emsg);
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fprintf(stderr, "Defines: %s\n", define);
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exit(1);
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glDeleteProgram(program);
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return 0;
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}
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glUniformBlockBinding(program,
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@ -363,9 +373,10 @@ void bindProgram(GLMeshInterface * /*mesh*/,
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} /* namespace */
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void openSubdiv_osdGLDisplayInit(void)
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bool openSubdiv_osdGLDisplayInit(void)
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{
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static bool need_init = true;
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static bool init_success = false;
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if (need_init) {
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g_flat_fill_solid_program = linkProgram("#define FLAT_SHADING\n");
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g_flat_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define FLAT_SHADING\n");
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@ -379,7 +390,13 @@ void openSubdiv_osdGLDisplayInit(void)
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sizeof(g_lighting_data), NULL, GL_STATIC_DRAW);
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need_init = false;
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init_success = g_flat_fill_solid_program != 0 &&
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g_flat_fill_texture2d_program != 0 &&
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g_smooth_fill_solid_program != 0 &&
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g_smooth_fill_texture2d_program != 0 &&
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g_wireframe_program;
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}
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return init_success;
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}
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void openSubdiv_osdGLDisplayDeinit(void)
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@ -635,7 +652,9 @@ void openSubdiv_osdGLMeshDisplay(OpenSubdiv_GLMesh *gl_mesh,
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(GLMeshInterface *)(gl_mesh->descriptor);
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/* Make sure all global invariants are initialized. */
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openSubdiv_osdGLDisplayInit();
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if (!openSubdiv_osdGLDisplayInit()) {
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return;
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}
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/* Setup GLSL/OpenGL to draw patches in current context. */
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GLuint program = preapre_patchDraw(mesh, fill_quads != 0);
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