Make sure no duplicated shader is added somewhere else
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parent
2a9656bfdc
commit
7ea4f30824
@ -356,12 +356,12 @@ public:
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glGetProgramiv(m_program, GL_LINK_STATUS, &Result);
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glGetProgramiv(m_program, GL_LINK_STATUS, &Result);
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if (Result == GL_FALSE) {
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if (Result == GL_FALSE) {
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int info_length;
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int info_length;
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Log::error("GLWrapp", "Error when linking these shaders :");
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Log::error("Shader", "Error when linking these shaders :");
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printFileList(args...);
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printFileList(args...);
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glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &info_length);
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glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &info_length);
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char *error_message = new char[info_length];
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char *error_message = new char[info_length];
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glGetProgramInfoLog(m_program, info_length, NULL, error_message);
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glGetProgramInfoLog(m_program, info_length, NULL, error_message);
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Log::error("GLWrapp", error_message);
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Log::error("Shader", error_message);
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delete[] error_message;
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delete[] error_message;
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}
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}
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} // loadProgram
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} // loadProgram
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@ -59,6 +59,13 @@ const std::string& ShaderFilesManager::getHeader()
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GLuint ShaderFilesManager::addShaderFile(const std::string &file,
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GLuint ShaderFilesManager::addShaderFile(const std::string &file,
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unsigned type)
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unsigned type)
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{
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{
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#ifdef DEBUG
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// Make sure no duplicated shader is added somewhere else
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std::unordered_map<std::string, GLuint>::const_iterator i =
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m_shader_files_loaded.find(file);
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assert(i == m_shader_files_loaded.end());
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#endif
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GLuint id = glCreateShader(type);
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GLuint id = glCreateShader(type);
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std::ostringstream code;
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std::ostringstream code;
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