Handle shader compilation error

This commit is contained in:
luboslenco
2025-09-09 20:07:53 +02:00
parent c270fefac3
commit 282bad764d
3 changed files with 31 additions and 12 deletions
+8
View File
@@ -938,6 +938,7 @@ extern size_t fragment_functions_size;
extern struct { char *key; name_id value; } *hash;
extern int expression_index;
extern int statement_index;
extern bool kong_error;
uint64_t _next_variable_id;
size_t _allocated_globals_size;
@@ -955,6 +956,7 @@ int _expression_index;
int _statement_index;
void hlsl_export2(char **vs, char **fs, api_kind d3d, bool debug);
void spirv_export2(char **vs, char **fs, int *vs_size, int *fs_size, bool debug);
void console_info(char *s);
static struct { char *key; name_id value; } *_clone_hash(struct { char *key; name_id value; } *hash) {
struct { char *key; name_id value; } *clone = NULL;
@@ -1008,10 +1010,16 @@ void gpu_create_shaders_from_kong(char *kong, char **vs, char **fs, int *vs_size
statement_index = _statement_index;
}
kong_error = false;
char *from = "";
tokens tokens = tokenize(from, kong);
parse(from, &tokens);
resolve_types();
if (kong_error) {
console_info("Warning: Shader compilation failed");
free(tokens.t);
return;
}
allocate_globals();
for (function_id i = 0; get_function(i) != NULL; ++i) {
compile_function_block(&get_function(i)->code, get_function(i)->block);
+13 -4
View File
@@ -23,6 +23,10 @@ static void debug_break(void) {
#endif
}
////
bool kong_error = false;
////
void error_args(debug_context context, const char *message, va_list args) {
char buffer[4096];
@@ -37,15 +41,20 @@ void error_args(debug_context context, const char *message, va_list args) {
kong_log_args(LOG_LEVEL_ERROR, buffer, args);
debug_break();
exit(1);
////
// debug_break();
// exit(1);
kong_error = true;
////
}
void error_args_no_context(const char *message, va_list args) {
kong_log_args(LOG_LEVEL_ERROR, message, args);
exit(1);
////
// exit(1);
kong_error = true;
////
}
void error(debug_context context, const char *message, ...) {
+10 -8
View File
@@ -18,7 +18,8 @@ let uniforms_pos_unpack: f32 = 1.0;
let uniforms_tex_unpack: f32 = 1.0;
function uniforms_set_context_consts(context: shader_context_t, bind_params: string[]) {
if (context.constants != null) {
// On shader compile error, _.constants.length will be 0
if (context.constants != null && context.constants.length == context._.constants.length) {
for (let i: i32 = 0; i < context.constants.length; ++i) {
let c: shader_const_t = context.constants[i];
uniforms_set_context_const(context._.constants[i], c);
@@ -37,7 +38,7 @@ function uniforms_set_context_consts(context: shader_context_t, bind_params: str
}
// Texture links
if (context.texture_units != null) {
if (context.texture_units != null && context.texture_units.length == context._.tex_units.length) {
for (let j: i32 = 0; j < context.texture_units.length; ++j) {
let tulink: string = context.texture_units[j].link;
if (tulink == null) {
@@ -94,7 +95,7 @@ function uniforms_set_context_consts(context: shader_context_t, bind_params: str
}
function uniforms_set_obj_consts(context: shader_context_t, object: object_t) {
if (context.constants != null) {
if (context.constants != null && context.constants.length == context._.constants.length) {
for (let i: i32 = 0; i < context.constants.length; ++i) {
let c: shader_const_t = context.constants[i];
uniforms_set_obj_const(object, context._.constants[i], c);
@@ -103,7 +104,7 @@ function uniforms_set_obj_consts(context: shader_context_t, object: object_t) {
// Texture object constants
// External
if (uniforms_tex_links != null && context.texture_units != null) {
if (uniforms_tex_links != null && context.texture_units != null && context.texture_units.length == context._.tex_units.length) {
for (let j: i32 = 0; j < context.texture_units.length; ++j) {
let tu: tex_unit_t = context.texture_units[j];
if (tu.link == null) {
@@ -123,10 +124,11 @@ function uniforms_bind_render_target(rt: render_target_t, context: shader_contex
return;
}
let tus: tex_unit_t[] = context.texture_units;
for (let j: i32 = 0; j < tus.length; ++j) { // Set texture
if (sampler_id == tus[j].name) {
gpu_set_texture(context._.tex_units[j], rt._image);
if (context.texture_units != null && context.texture_units.length == context._.tex_units.length) {
for (let j: i32 = 0; j < context.texture_units.length; ++j) { // Set texture
if (sampler_id == context.texture_units[j].name) {
gpu_set_texture(context._.tex_units[j], rt._image);
}
}
}
}