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cherry picking Tony's fix for shader compilation time not taking soo long and adding better feedback from shader compilation
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2dcedf9f39
commit
d5e52834ef
4 changed files with 5 additions and 8 deletions
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@ -22,7 +22,7 @@ namespace gl {
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bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message);
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#endif
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GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, , std::vector<GLchar>& binary);
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GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary);
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}
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@ -68,8 +68,8 @@ GLBackend& getBackend() {
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return *INSTANCE;
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}
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bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
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return GLShader::makeProgram(getBackend(), shader, slotBindings);
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bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, Shader::CompilationHandler handler) {
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return GLShader::makeProgram(getBackend(), shader, slotBindings, handler);
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}
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GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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@ -61,8 +61,8 @@ GLBackend& getBackend() {
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return *INSTANCE;
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}
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bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
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return GLShader::makeProgram(getBackend(), shader, slotBindings);
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bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, Shader::CompilationHandler handler) {
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return GLShader::makeProgram(getBackend(), shader, slotBindings, handler);
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}
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@ -138,9 +138,6 @@ public:
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bool isProgram() const { return getType() > NUM_DOMAINS; }
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bool isDomain() const { return getType() < NUM_DOMAINS; }
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void setCompilationHasFailed(bool compilationHasFailed) { _compilationHasFailed = compilationHasFailed; }
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bool compilationHasFailed() const { return _compilationHasFailed; }
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const Source& getSource() const { return _source; }
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const Shaders& getShaders() const { return _shaders; }
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