Improve error handling when shader does not compile

This commit is contained in:
Joshua Granick
2016-12-07 11:59:35 -08:00
parent 4ce9b9c2dc
commit 2f1383a89f

View File

@@ -4,6 +4,7 @@ package lime.utils;
import lime.graphics.opengl.GLProgram;
import lime.graphics.opengl.GLShader;
import lime.graphics.opengl.GL;
import lime.utils.Log;
class GLUtils {
@@ -17,14 +18,17 @@ class GLUtils {
if (GL.getShaderParameter (shader, GL.COMPILE_STATUS) == 0) {
switch (type) {
var message = switch (type) {
case GL.VERTEX_SHADER: throw "Error compiling vertex shader";
case GL.FRAGMENT_SHADER: throw "Error compiling fragment shader";
default: throw "Error compiling unknown shader type";
case GL.VERTEX_SHADER: "Error compiling vertex shader";
case GL.FRAGMENT_SHADER: "Error compiling fragment shader";
default: "Error compiling unknown shader type";
}
message += "\n" + GL.getShaderInfoLog (shader);
Log.error (message);
}
return shader;
@@ -44,7 +48,7 @@ class GLUtils {
if (GL.getProgramParameter (program, GL.LINK_STATUS) == 0) {
throw "Unable to initialize the shader program.";
Log.error ("Unable to initialize the shader program");
}