"sEffectRect", // UNIFORM_EFFECT_SAMPLER_RECT
"uTimeDelta", // UNIFORM_TIME_DELTA
"sOpacityTexture", // UNIFORM_SAMPLER_OPACITY
- "sNormalMapTexture", // UNIFORM_SAMPLER_NORMAL_MAP
- "uTextColor", // UNIFORM_TEXT_COLOR
- "uSmoothing", // UNIFORM_SMOOTHING
- "uOutline", // UNIFORM_OUTLINE
- "uOutlineColor", // UNIFORM_OUTLINE_COLOR
- "uGlow", // UNIFORM_GLOW
- "uGlowColor", // UNIFORM_GLOW_COLOR
- "uShadow", // UNIFORM_SHADOW
- "uShadowColor", // UNIFORM_SHADOW_COLOR
- "uShadowSmoothing", // UNIFORM_SHADOW_SMOOTHING
- "uGradientColor", // UNIFORM_GRADIENT_COLOR
- "uGradientLine", // UNIFORM_GRADIENT_LINE
- "uInvTextSize" // UNIFORM_INVERSE_TEXT_SIZE
+ "sNormalMapTexture" // UNIFORM_SAMPLER_NORMAL_MAP
};
} // <unnamed> namespace
{
LOG_GL( "UseProgram(%d)\n", mProgramId );
CHECK_GL( mGlAbstraction, mGlAbstraction.UseProgram(mProgramId) );
- INCREASE_COUNTER(PerformanceMonitor::SHADER_STATE_CHANGES);
mCache.SetCurrentProgram( this );
}
{
DALI_LOG_ERROR("Failed to load program binary \n");
- char* szLog = NULL;
GLint nLength;
CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramiv( mProgramId, GL_INFO_LOG_LENGTH, &nLength) );
if(nLength > 0)
{
- szLog = new char[ nLength ];
- CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog ) );
- DALI_LOG_ERROR( "Program Link Error: %s\n", szLog );
-
- delete [] szLog;
+ Dali::Vector< char > szLog;
+ szLog.Reserve( nLength ); // Don't call Resize as we don't want to initialise the data, just reserve a buffer
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog.Begin() ) );
+ DALI_LOG_ERROR( "Program Link Error: %s\n", szLog.Begin() );
}
}
else
DALI_LOG_ERROR("Failed to compile shader\n");
LogWithLineNumbers(src);
- Dali::Vector< char > szLog;
GLint nLength;
mGlAbstraction.GetShaderiv( shaderId, GL_INFO_LOG_LENGTH, &nLength);
if(nLength > 0)
{
- szLog.Reserve( nLength );
- mGlAbstraction.GetShaderInfoLog( shaderId, nLength, &nLength, &szLog[ 0 ] );
- DALI_LOG_ERROR( "Shader Compiler Error: %s\n", &szLog[ 0 ] );
+ Dali::Vector< char > szLog;
+ szLog.Reserve( nLength ); // Don't call Resize as we don't want to initialise the data, just reserve a buffer
+ mGlAbstraction.GetShaderInfoLog( shaderId, nLength, &nLength, szLog.Begin() );
+ DALI_LOG_ERROR( "Shader Compiler Error: %s\n", szLog.Begin() );
}
- throw DaliException( "Shader compilation failure", &szLog[ 0 ] );
+ DALI_ASSERT_ALWAYS( 0 && "Shader compilation failure" );
}
return compiled != 0;
{
DALI_LOG_ERROR("Shader failed to link \n");
- char* szLog = NULL;
GLint nLength;
mGlAbstraction.GetProgramiv( mProgramId, GL_INFO_LOG_LENGTH, &nLength);
if(nLength > 0)
{
- szLog = new char[ nLength ];
- mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog );
- DALI_LOG_ERROR( "Shader Link Error: %s\n", szLog );
- delete [] szLog;
+ Dali::Vector< char > szLog;
+ szLog.Reserve( nLength ); // Don't call Resize as we don't want to initialise the data, just reserve a buffer
+ mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog.Begin() );
+ DALI_LOG_ERROR( "Shader Link Error: %s\n", szLog.Begin() );
}
- DALI_ASSERT_DEBUG(0);
+ DALI_ASSERT_ALWAYS( 0 && "Shader linking failure" );
}
mLinked = linked != GL_FALSE;