- improve shader error handling and attempt to remove some bogus declarations

This commit is contained in:
Magnus Norddahl 2019-04-18 01:20:28 +02:00
commit 47f056e882
6 changed files with 15 additions and 11 deletions

View file

@ -128,7 +128,7 @@ void ShaderBuilder::setFragmentShader(const FString &c)
stage = EShLanguage::EShLangFragment;
}
std::unique_ptr<VulkanShader> ShaderBuilder::create(VulkanDevice *device)
std::unique_ptr<VulkanShader> ShaderBuilder::create(const char *shadername, VulkanDevice *device)
{
EShLanguage stage = (EShLanguage)this->stage;
const char *sources[] = { code.GetChars() };
@ -143,7 +143,7 @@ std::unique_ptr<VulkanShader> ShaderBuilder::create(VulkanDevice *device)
bool compileSuccess = shader.parse(&resources, 110, false, EShMsgVulkanRules);
if (!compileSuccess)
{
I_FatalError("Shader compile failed: %s\n", shader.getInfoLog());
I_FatalError("Shader '%s' could not be compiled:\n%s\n", shadername, shader.getInfoLog());
}
glslang::TProgram program;
@ -151,13 +151,13 @@ std::unique_ptr<VulkanShader> ShaderBuilder::create(VulkanDevice *device)
bool linkSuccess = program.link(EShMsgDefault);
if (!linkSuccess)
{
I_FatalError("Shader link failed: %s\n", program.getInfoLog());
I_FatalError("Shader '%s' could not be linked:\n%s\n", shadername, program.getInfoLog());
}
glslang::TIntermediate *intermediate = program.getIntermediate(stage);
if (!intermediate)
{
I_FatalError("Internal shader compiler error");
I_FatalError("Internal shader compiler error while processing '%s'\n", shadername);
}
glslang::SpvOptions spvOptions;
@ -177,7 +177,7 @@ std::unique_ptr<VulkanShader> ShaderBuilder::create(VulkanDevice *device)
VkShaderModule shaderModule;
VkResult result = vkCreateShaderModule(device->device, &createInfo, nullptr, &shaderModule);
if (result != VK_SUCCESS)
I_FatalError("Could not create vulkan shader module");
I_FatalError("Could not create vulkan shader module for '%s'", shadername);
return std::make_unique<VulkanShader>(device, shaderModule);
}