GPU: Remove EXT and add assert

Some drivers accept shaders with only vertex stage, but some just silently
fails.
This commit is contained in:
Clément Foucault 2018-12-07 04:07:56 +01:00
parent fe20aa1edf
commit 9f5a27c5be
Notes: blender-bot 2023-02-14 12:01:57 +01:00
Referenced by issue #58949, Wrong assert check for transfor mfeedback
3 changed files with 6 additions and 5 deletions

View File

@ -275,7 +275,6 @@ data_to_c_simple(modes/shaders/edit_mesh_overlay_geom_edge.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_points_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_facedot_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_facedot_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_mix_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_frag.glsl SRC)

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@ -59,7 +59,6 @@ extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
extern char datatoc_edit_mesh_overlay_points_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
extern char datatoc_edit_mesh_overlay_ghost_clear_vert_glsl[];
extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
@ -70,6 +69,7 @@ extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
/* *********** LISTS *********** */
typedef struct EDIT_MESH_PassList {
@ -329,8 +329,7 @@ static void EDIT_MESH_engine_init(void *vedata)
e_data.depth_sh = DRW_shader_create_3D_depth_only();
}
if (!e_data.ghost_clear_depth_sh) {
e_data.ghost_clear_depth_sh = DRW_shader_create(datatoc_edit_mesh_overlay_ghost_clear_vert_glsl,
NULL, NULL, NULL);
e_data.ghost_clear_depth_sh = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL);
}
}

View File

@ -357,12 +357,15 @@ GPUShader *GPU_shader_create_ex(
UNUSED_VARS(shname);
#endif
/* At least a vertex shader and a fragment shader are required. */
BLI_assert((fragcode != NULL) && (vertexcode != NULL));
if (vertexcode)
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
if (fragcode)
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
if (geocode)
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT);
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER);
shader->program = glCreateProgram();