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Only check OpenGL shader log if size is >1.
This prevents a crash when the buffer size returned by the driver is 0, in which case no space is allocated to store even the NULL byte and glGetShaderInfoLog errors out. Thanks to @Relys for the bug report.
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1 changed files with 6 additions and 9 deletions
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@ -29,10 +29,9 @@ GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
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glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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std::vector<char> vertex_shader_error(info_log_length);
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glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
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if (info_log_length > 1) {
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std::vector<char> vertex_shader_error(info_log_length);
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glGetShaderInfoLog(vertex_shader_id, info_log_length, NULL, &vertex_shader_error[0]);
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DEBUG_LOG(GPU, "%s", &vertex_shader_error[0]);
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}
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@ -46,10 +45,9 @@ GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
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glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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std::vector<char> fragment_shader_error(info_log_length);
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glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
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if (info_log_length > 1) {
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std::vector<char> fragment_shader_error(info_log_length);
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glGetShaderInfoLog(fragment_shader_id, info_log_length, NULL, &fragment_shader_error[0]);
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DEBUG_LOG(GPU, "%s", &fragment_shader_error[0]);
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}
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@ -65,10 +63,9 @@ GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
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glGetProgramiv(program_id, GL_LINK_STATUS, &result);
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glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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std::vector<char> program_error(std::max(info_log_length, int(1)));
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glGetProgramInfoLog(program_id, info_log_length, NULL, &program_error[0]);
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if (info_log_length > 1) {
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std::vector<char> program_error(info_log_length);
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glGetProgramInfoLog(program_id, info_log_length, NULL, &program_error[0]);
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DEBUG_LOG(GPU, "%s", &program_error[0]);
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}
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