wined3d: Allow vertex shaders to generate GLSL shaders [Take Two]

H. Verbeet hverbeet at gmail.com
Thu May 18 10:04:16 CDT 2006


On 18/05/06, Jason Green <jave27 at gmail.com> wrote:
> On 5/18/06, H. Verbeet <hverbeet at gmail.com> wrote:
> > On 18/05/06, Jason Green <jave27 at gmail.com> wrote:
> > +        /* We will check for errors later when we try to use the program */
> > Lets not do that. Assuming you're talking about inside
> > drawPrimitiveDrawStrided, that's going to kill performance. What is
> > the problem with checking for errors right after compilation?
> >
>
> The error wasn't being generated from GL using checkGLcall() until I
> called glUseProgramObjectARB() (equivalent to glBindProgramARB()).  If
> there is an error, we need to use glGetInfoLogARB() to get the
> detailed error message.  Up until that point, none of the other
> functions (Source, Compile, Attach, Link) return any type of error
> from checkGLcall().
Yes, checkGLcall doesn't work for that. We should just check the info log.



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