Merge pull request #11572 from hrydgard/preset-shader-asserts

Assert even in release mode if preset shaders fail to compile.
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2018-11-21 18:57:44 +01:00
commit 8d8c7f5d08
8 files changed
+8 -7

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@@ -54,7 +54,7 @@ public:
SetGPUBackend(GPUBackend::OPENGL);
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
bool success = draw_->CreatePresets();
assert(success);
_assert_msg_(G3D, success, "Failed to compile preset shaders");
}
~QtGLGraphicsContext() {
+1 -1
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@@ -176,7 +176,7 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
draw_ = Draw::T3DCreateD3D11Context(device_, context_, device1_, context1_, featureLevel_, hWnd_, adapterNames);
SetGPUBackend(GPUBackend::DIRECT3D11, chosenAdapterName);
bool success = draw_->CreatePresets(); // If we can run D3D11, there's a compiler installed. I think.
assert(success);
_assert_msg_(G3D, success, "Failed to compile preset shaders");
int width;
int height;
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@@ -405,7 +405,7 @@ bool WindowsGLContext::InitFromRenderThread(std::string *error_message) {
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
SetGPUBackend(GPUBackend::OPENGL);
bool success = draw_->CreatePresets(); // if we get this far, there will always be a GLSL compiler capable of compiling these.
assert(success);
_assert_msg_(G3D, success, "Failed to compile preset shaders");
renderManager_->SetSwapFunction([&]() {::SwapBuffers(hDC); });
if (wglSwapIntervalEXT) {
// glew loads wglSwapIntervalEXT if available
+1 -1
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@@ -142,7 +142,7 @@ bool WindowsVulkanContext::Init(HINSTANCE hInst, HWND hWnd, std::string *error_m
draw_ = Draw::T3DCreateVulkanContext(g_Vulkan, splitSubmit);
SetGPUBackend(GPUBackend::VULKAN, g_Vulkan->GetPhysicalDeviceProperties(deviceNum).deviceName);
bool success = draw_->CreatePresets();
assert(success); // Doesn't fail, we include the compiler.
_assert_msg_(G3D, success, "Failed to compile preset shaders");
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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@@ -52,7 +52,7 @@ bool AndroidEGLGraphicsContext::InitFromRenderThread(ANativeWindow *wnd, int des
SetGPUBackend(GPUBackend::OPENGL);
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
bool success = draw_->CreatePresets(); // There will always be a GLSL compiler capable of compiling these.
assert(success);
_assert_msg_(G3D, success, "Failed to compile preset shaders");
return true;
}
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@@ -16,6 +16,7 @@ bool AndroidJavaEGLGraphicsContext::InitFromRenderThread(ANativeWindow *wnd, int
draw_ = Draw::T3DCreateGLContext();
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
bool success = draw_->CreatePresets();
_assert_msg_(G3D, success, "Failed to compile preset shaders");
return success;
}
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@@ -152,7 +152,7 @@ bool AndroidVulkanContext::InitFromRenderThread(ANativeWindow *wnd, int desiredB
draw_ = Draw::T3DCreateVulkanContext(g_Vulkan, g_Config.bGfxDebugSplitSubmit);
SetGPUBackend(GPUBackend::VULKAN);
success = draw_->CreatePresets(); // Doesn't fail, we ship the compiler.
assert(success);
_assert_msg_(G3D, success, "Failed to compile preset shaders");
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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@@ -42,7 +42,7 @@ public:
renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
SetGPUBackend(GPUBackend::OPENGL);
bool success = draw_->CreatePresets();
assert(success);
_assert_msg_(G3D, success, "Failed to compile preset shaders");
}
~IOSGraphicsContext() {
delete draw_;