Handle shader compilation error
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@@ -18,7 +18,8 @@ let uniforms_pos_unpack: f32 = 1.0;
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let uniforms_tex_unpack: f32 = 1.0;
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function uniforms_set_context_consts(context: shader_context_t, bind_params: string[]) {
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if (context.constants != null) {
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// On shader compile error, _.constants.length will be 0
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if (context.constants != null && context.constants.length == context._.constants.length) {
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for (let i: i32 = 0; i < context.constants.length; ++i) {
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let c: shader_const_t = context.constants[i];
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uniforms_set_context_const(context._.constants[i], c);
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@@ -37,7 +38,7 @@ function uniforms_set_context_consts(context: shader_context_t, bind_params: str
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}
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// Texture links
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if (context.texture_units != null) {
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if (context.texture_units != null && context.texture_units.length == context._.tex_units.length) {
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for (let j: i32 = 0; j < context.texture_units.length; ++j) {
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let tulink: string = context.texture_units[j].link;
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if (tulink == null) {
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@@ -94,7 +95,7 @@ function uniforms_set_context_consts(context: shader_context_t, bind_params: str
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}
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function uniforms_set_obj_consts(context: shader_context_t, object: object_t) {
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if (context.constants != null) {
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if (context.constants != null && context.constants.length == context._.constants.length) {
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for (let i: i32 = 0; i < context.constants.length; ++i) {
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let c: shader_const_t = context.constants[i];
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uniforms_set_obj_const(object, context._.constants[i], c);
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@@ -103,7 +104,7 @@ function uniforms_set_obj_consts(context: shader_context_t, object: object_t) {
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// Texture object constants
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// External
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if (uniforms_tex_links != null && context.texture_units != null) {
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if (uniforms_tex_links != null && context.texture_units != null && context.texture_units.length == context._.tex_units.length) {
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for (let j: i32 = 0; j < context.texture_units.length; ++j) {
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let tu: tex_unit_t = context.texture_units[j];
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if (tu.link == null) {
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@@ -123,10 +124,11 @@ function uniforms_bind_render_target(rt: render_target_t, context: shader_contex
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return;
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}
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let tus: tex_unit_t[] = context.texture_units;
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for (let j: i32 = 0; j < tus.length; ++j) { // Set texture
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if (sampler_id == tus[j].name) {
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gpu_set_texture(context._.tex_units[j], rt._image);
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if (context.texture_units != null && context.texture_units.length == context._.tex_units.length) {
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for (let j: i32 = 0; j < context.texture_units.length; ++j) { // Set texture
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if (sampler_id == context.texture_units[j].name) {
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gpu_set_texture(context._.tex_units[j], rt._image);
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}
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}
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}
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}
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