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

Jason Green jave27 at
Thu May 18 09:00:42 CDT 2006

On 5/18/06, H. Verbeet <hverbeet at> wrote:
> On 18/05/06, Jason Green <jave27 at> 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().

But, I've got glGetObjectParameterivARB() working now to return the
error code before glUseProgramObjectARB(), so I will resubmit the
whole patchset soon with the changes.  Thanks.

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