diff options
Diffstat (limited to 'drivers/gles3/shader_gles3.h')
-rw-r--r-- | drivers/gles3/shader_gles3.h | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 760b5e5ddb..3ab7642357 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -75,10 +75,10 @@ private: CharString general_defines; // A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version - // Variants use #ifdefs to toggle behaviour on and off to change behaviour of the shader + // Variants use #ifdefs to toggle behavior on and off to change behavior of the shader // All variants are compiled each time a new version is created - // Specializations use #ifdefs to toggle behaviour on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance - // Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) + // Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance + // Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) struct Version { Vector<StringName> texture_uniforms; CharString uniforms; @@ -208,8 +208,10 @@ protected: spec = version->variants[p_variant].lookup_ptr(specialization_default_mask); } - ERR_FAIL_COND(!spec); // Should never happen - ERR_FAIL_COND(!spec->ok); // Should never happen + if (!spec || !spec->ok) { + WARN_PRINT_ONCE("shader failed to compile, unable to bind shader."); + return; + } glUseProgram(spec->id); current_shader = spec; |